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Midnight: First Impressions of Campaign Book
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<blockquote data-quote="Herremann the Wise" data-source="post: 862409" data-attributes="member: 11300"><p>Firstly congratulations to Gambler1650 for his excellent review of the book and initiation of this thread. When I read your review, I knew I was going to buy this book.</p><p></p><p>Secondly, congratulations to the guys at FFG for creating something that I think a lot of us wanted but could not find. To compare it to LoTR is obvious, simplistic and unfortunately, such thinking is way too narrow. If you have a look at some of the excellent fantasy that has been written recently - Martin, Gemmell (In particular), Hobb, Williams, etc. - you'll find many common threads with Midnight. However, it is not as if the guys at FFG have blatantly stolen such elements as one or two people have suggested, they have just followed a similar direction with the previous archetypes. This is something that WoTC and other publishers have not really capitalised on - the interest most D&D players have with the above best-selling authours and their worlds. All in all, excellent stuff and well done.</p><p></p><p>I think Midnight is well worth the money and would recommend it to most people. However, there are most probably a few notes worth mentioning:</p><p></p><p>- Powergamers - and there's nothing wrong with them - will find some of the restrictions very frustrating. However, with a little encouragement, you can prove to them that a Covenant Item is RELATIVELY more powerful in Midnight than a +5 Weapon in a magically overloaded campaign. The mere fact of having a magical item should be considered special in this game.</p><p></p><p>- The magic system is quite different to regular D&D. I know my group will be frustated by this - learning new rules etc. - but I think the changes are valid for the world. It preserves the balance the authours are trying to achieve.</p><p></p><p>- While some have already complained on this thread of this being a low-magic campaign world, I have to explain that such an opinion is very narrow. What the system does is make magic special. Again, it all comes down to relativity.</p><p></p><p>- While some would be tempted to just run regular rules and characters classes, I like Gambler1650 have to suggest to the people out there to try not to. Run it as written otherwise it will simply lose its edge. Brilliant work to all concerned.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 862409, member: 11300"] Firstly congratulations to Gambler1650 for his excellent review of the book and initiation of this thread. When I read your review, I knew I was going to buy this book. Secondly, congratulations to the guys at FFG for creating something that I think a lot of us wanted but could not find. To compare it to LoTR is obvious, simplistic and unfortunately, such thinking is way too narrow. If you have a look at some of the excellent fantasy that has been written recently - Martin, Gemmell (In particular), Hobb, Williams, etc. - you'll find many common threads with Midnight. However, it is not as if the guys at FFG have blatantly stolen such elements as one or two people have suggested, they have just followed a similar direction with the previous archetypes. This is something that WoTC and other publishers have not really capitalised on - the interest most D&D players have with the above best-selling authours and their worlds. All in all, excellent stuff and well done. I think Midnight is well worth the money and would recommend it to most people. However, there are most probably a few notes worth mentioning: - Powergamers - and there's nothing wrong with them - will find some of the restrictions very frustrating. However, with a little encouragement, you can prove to them that a Covenant Item is RELATIVELY more powerful in Midnight than a +5 Weapon in a magically overloaded campaign. The mere fact of having a magical item should be considered special in this game. - The magic system is quite different to regular D&D. I know my group will be frustated by this - learning new rules etc. - but I think the changes are valid for the world. It preserves the balance the authours are trying to achieve. - While some have already complained on this thread of this being a low-magic campaign world, I have to explain that such an opinion is very narrow. What the system does is make magic special. Again, it all comes down to relativity. - While some would be tempted to just run regular rules and characters classes, I like Gambler1650 have to suggest to the people out there to try not to. Run it as written otherwise it will simply lose its edge. Brilliant work to all concerned. Best Regards Herremann the Wise [/QUOTE]
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