d20Dwarf said:Now if you want to be a hero, that's a different story. And it's possible to be a hero without completely destroying all evil in the world. But this stuff has been hashed and reshashed on the two Midnight resources I recommended above.
Agreed. It sounds like Ravenloft - another bogus campaign setting. Your reward is "survival"? Thanks, but no thanks. (Great for one-shots, horrible for a long-term campaign.)Midnight looks too bleak for my tastes. I don't want to play a game where all I do is strive to survive. That doesn't entertain me. I like to play the hero who can make a lasting difference for a good cause.
shadow said:Combined with a heavy anti-religious slant (religions in CoC are just a bunch of lies so man won't learn about the truth of the old ones), life in CoC is completely meaningless. If I'm ever forced to play CoC, I'll have my character commit suicide to save himself the agony.
Sounds like you've put a lot of work into your Midnight campaign! I'd disagree that there are no hidden bases and escape opportunities, however. There are gnome resistance smugglers, a 2500-mile wide elven forest, the deepest pits of the Kaladruns (although I wouldn't recommend trying to go thereMerova said:Hi all!
Although the PCs in Midnight are just as heroic as anything in Star Wars, the setting has much less flexibility. There is no "warp drive" escape in Midnight. There are no friendly rebel allies in Midnight. No hidden bases in remote locations. No healing tanks or artificial hands. The setting of Midnight has no room for reckless heroism.
This isn't a bad thing, IMO. It focuses adventure type towards gritty black ops of assassination and terrorism. Your equipment is shoddy. Everyone is a potential enemy. You're alone in a hostile world.
---Merova

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.