Midnight: First Impressions of Campaign Book

Thanks! I imagine the level of spells able to be cast by a spellcaster will become clear also once I read the Magic section since again, I tried to puzzle them out from the class descriptions. In a lot of ways I think the Magic rules and feats should be read first, especially for those who are familiar with the PHB. Actually, I felt things like combat and magic should have been described first in the Player's Handbook before classes too, but that's just the way my brain learns information.
 

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Something I've noticed on the Yahoo forum is that a lot of people are 'concerned' about the completely different feel of the campaign from standard AD&D. Money is more or less irrelevant (things run on a barter system for the most part), only three classes from standard AD&D make it through untouched and two others become prestige classes with some major differences. Magic is rare in general, and clerical magic is non-existent (for the player characters unless they play an evil character). This means that healing is harder, and resurrection impossible for the average group. The biggest issue is, of course, the fact that the characters are persecuted simply for fighting the evil in the world, often times by common folk who are motivated not from evil, but by fear of what will happen if these heroes are found in their town. Therefore characters can expect to do a lot of running, and skulking with consistency of a 'main base' lacking in many cases (unless they work from within a Dwarven stronghold or an Elven area - many possibilities there of course).

One of the things I thought about in reading these concerns, and especially how people planned to deal with them (increasing spell point pools to make wizards more equivalent to AD&D, allowing other base classes into the campaign, or simply using elements in their campaign) is that the real problem comes in because the world is superficially so similar to standard AD&D. More correctly, you have a Campaign World with a majorly different style of play grafted onto AD&D (not D20) and players or DMs who are used to AD&D will naturally try to find ways around the campaign restrictions to make the campaign more like a normal AD&D game. It's too bad in some ways that this campaign setting was a D20 graft rather than a whole new game (or at least, an OGL game like Mutants and Masterminds for instance) because it needs to be considered its own, unique world without the preconceptions of AD&D. Unfortunately, the implementation makes that difficult. It's not really a complaint, but rather an observation of why some people are trying to morph it into something a bit more AD&D like.

By way of comparison for instance, the most unusual campaign settings that I currently own that are D20 campaigns are:

1. Oriental Adventures
2. Nyambe
3. Scarred Lands

1 and 2 are different enough because of setting, culture, mythology, terrain.. basically everything.. that players and DMs realize right from the start that it's different.

The Scarred Lands is one of the less generic campaigns for AD&D but is nevertheless recognizeable as AD&D. Same kinds of missions, a chance to foil the affairs of gods and men alike. Yeah, it's darker than some other settings, yeah the Titans' influence makes the feeling a bit different, but characters can walk around more or less freely, do good things, without being more paranoid than the usual state of affairs for PCs.

Midnight's situation is it looks even _more_ like standard AD&D than Scarred Lands does. You don't need the equivalent of the Creature Collections and the Relics and Rituals books to get the proper feel for the campaign world, all you need is one book and the core rules. So a new group dives in and says "Great! We can play in a world where Saur... errr.. Izrador, won! We'll hunt through dungeons to find artifacts to defeat him, and get gold to buy better stuff to help us out, and the villagers will give us safe places to live in.. and... Wait.. *flipflipflip* No cleric spells? *flip* Where're all the magic items? *flip* Where're the stats for the ultimate bad guy so we can kill him and save the world? *flippityflipflip* The villagers will do what now? *flip* Whaddya mean I can't carry weapons into a town?!?!

:)
 
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That's why we included Chapter 11: Midnight Campaigns, which gives a lot of information and advice on how to run a Midnight campaign, what types of storylines and adventures are suitable for the world, and how to handle the mechanical differences (such as rare magic) between this and a standard setting.
 

Ashrem Bayle said:
So what is a Sniffer? Those sound cool.

Sniffer is the colloquial term for an astirax, a demonic, ghostly creature that can possess animals and "smell" magic from up to a mile away. These creatures have an alliance with the legates of Izrador, each of whom gets an astirax companion to help him fulfill his dark lord's whim.

They are very dangerous to anyone that wields or carries magic, and their bite can drain the spell energy and Constitution of anyone that casts spells via the Magecraft feat.
 


Oh, I know.. And believe me, if I run a Midnight Campaign it will be as written with no house rules (at least initially). Just pointing out some of the potential reasons for the almost immediate questioning of how fun an "On the run" campaign could be, along with trying to make wizards stronger, etc... _I_ for one, love it.. and one of the reasons for my posts are to point out these differences so people don't get something they don't expect and therefore pan it. Heading off bad press you might say, because the orange doesn't taste like an apple. :)
 



I should prolly just shaddup until I've read the rest of the setting, but it's because I'm excited about it that I'm posting.. and making a few errors. One suggestion is, offer that beautiful map as at least a PDF, and maybe even include it in a supplement to come as a pull out. My only issue with the map are the symbols for the cities, towns, etc. They don't seem to quite fit to me.. beautiful vibrant, realistic looking map with bland house symbols on it. I'd prefer small circles (size shows how large the city is) and squares (for castle type objects). Nevertheless it's one of the nicest maps I've seen in awhile.

The writing is close to uniformly excellent also, although one thing that I noticed that seemed incosistent had to do with the Southern group of Elves (don't recall the name). Basically they're the most 'uncivilized' group of elves. The part that seemed off was that every time they'd been mentioned before that, a point was made to say "While perceived as feral, they have a culture as sophisticated as the other elves." (or something to that effect). Then when their group is described, there was little mentioned of the culture except as it related to their warlike attitudes and a comment how even other elves considered them almost feral... Wait, I just realized... their culture's prolly later in the book.. I'll shaddup now. :)

Nice review btw, though he needs an editor. :)
 

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