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[Midnight] Campaign Idea
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<blockquote data-quote="wayne62682" data-source="post: 3307639" data-attributes="member: 40455"><p>Amen.</p><p></p><p>I like the OP's idea. I've read through some of Midnight and while I like the setting, I <strong>hate</strong> the whole "you can never restore peace" garbage; it totally turns me off from ever playing it.. when the designers flat out say they won't publish stats for the big baddie because they never want you to be able to defeat him, I have to question why bother playing at all then? To see how long you can survive? To "win" by establishing a small pocket of resistance that realistically will get obliterated within a year? That would be a lovely epilogue.. (sarcasm): "Thus, across the land a small flicker of hope was restored. Men from [insert various lands] journeyed to [another place] to join the Army of Light. But sadly, their dreams were for naught. Years later the Shadow's army met them on the field of battle and annihilated them utterly. A meager force can never oppose the might of Izrador. Game Over." </p><p></p><p>The whole point of playing a hero in D&D is so you CAN start from humble beginnings, raise a grand army and destroy the great evil that has covered the land for the past <em>x</em> many years. Midnight takes that concept, the very foundation of D&D itself, away by trying to portray a world where no matter what you do, barring some ridiculous DM fiat, you can't defeat the evil and you can never make the world better. I would actually enjoy playing this campaign under someone like you (the OP), who wanted the end of it to be the destruction/banishment of Izrador and the restoration of peace to the world.</p></blockquote><p></p>
[QUOTE="wayne62682, post: 3307639, member: 40455"] Amen. I like the OP's idea. I've read through some of Midnight and while I like the setting, I [b]hate[/b] the whole "you can never restore peace" garbage; it totally turns me off from ever playing it.. when the designers flat out say they won't publish stats for the big baddie because they never want you to be able to defeat him, I have to question why bother playing at all then? To see how long you can survive? To "win" by establishing a small pocket of resistance that realistically will get obliterated within a year? That would be a lovely epilogue.. (sarcasm): "Thus, across the land a small flicker of hope was restored. Men from [insert various lands] journeyed to [another place] to join the Army of Light. But sadly, their dreams were for naught. Years later the Shadow's army met them on the field of battle and annihilated them utterly. A meager force can never oppose the might of Izrador. Game Over." The whole point of playing a hero in D&D is so you CAN start from humble beginnings, raise a grand army and destroy the great evil that has covered the land for the past [i]x[/i] many years. Midnight takes that concept, the very foundation of D&D itself, away by trying to portray a world where no matter what you do, barring some ridiculous DM fiat, you can't defeat the evil and you can never make the world better. I would actually enjoy playing this campaign under someone like you (the OP), who wanted the end of it to be the destruction/banishment of Izrador and the restoration of peace to the world. [/QUOTE]
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