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<blockquote data-quote="Calico_Jack73" data-source="post: 3322745" data-attributes="member: 14403"><p>OUCH!!! Be prepared for some work. Don't get me wrong, I LOVE Midnight but I just decided against running a Midnight campaign for a couple reasons.</p><p></p><p>1) Rules Changes: Unless each member of your group is willing to shell out $50 to go pick up a copy of the campaign setting the task will be laid on you to get them spun up on the background of the setting and all of the rules changes. This includes the new races, classes, heroic paths, spellcasting system, herbalism system (don't forget that... they'll hate you when they find that they could have been using herbs to heal and stay below an astirax's radar), and whatever else I missed. This can be incredibly time consuming.</p><p></p><p>2) Lack of modules: I'm a busy guy so where I once disdained the use of modules I now depend on them. Fantasy Flight Games for some reason has deigned to only produce 1 module and concentrate on regional setting guides. Midnight is SUCH a different setting that using Dungeon articles or prewritten modules requires bit of adaptation to be used. This is one of the bigger complaints of the Midnight fans over at againsttheshadow.com.</p><p></p><p>That is about it. I don't mean to sound like I am trying to disuade you from running your Midnight campaign but make sure you've given the whole project consideration to avoid a "false start" for you group.</p><p></p><p>That said for your game I'd avoid using the material from the regional books. Flesh it out yourself. Make it your own. I do like Fury of Shadow as it is chock full of adventure ideas. Sorcery and Shadow & Steel and Shadow are great too but add more rules and you don't want to overwhelm your group.</p><p></p><p>Good luck! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 3322745, member: 14403"] OUCH!!! Be prepared for some work. Don't get me wrong, I LOVE Midnight but I just decided against running a Midnight campaign for a couple reasons. 1) Rules Changes: Unless each member of your group is willing to shell out $50 to go pick up a copy of the campaign setting the task will be laid on you to get them spun up on the background of the setting and all of the rules changes. This includes the new races, classes, heroic paths, spellcasting system, herbalism system (don't forget that... they'll hate you when they find that they could have been using herbs to heal and stay below an astirax's radar), and whatever else I missed. This can be incredibly time consuming. 2) Lack of modules: I'm a busy guy so where I once disdained the use of modules I now depend on them. Fantasy Flight Games for some reason has deigned to only produce 1 module and concentrate on regional setting guides. Midnight is SUCH a different setting that using Dungeon articles or prewritten modules requires bit of adaptation to be used. This is one of the bigger complaints of the Midnight fans over at againsttheshadow.com. That is about it. I don't mean to sound like I am trying to disuade you from running your Midnight campaign but make sure you've given the whole project consideration to avoid a "false start" for you group. That said for your game I'd avoid using the material from the regional books. Flesh it out yourself. Make it your own. I do like Fury of Shadow as it is chock full of adventure ideas. Sorcery and Shadow & Steel and Shadow are great too but add more rules and you don't want to overwhelm your group. Good luck! :) [/QUOTE]
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