Midnight: My players wonder--What's the point?

I have been a part of three Midnight playing groups (all of them as a gm only, so my perspective is nowhere near complete). One of them is a recent one and still active, while the other two no longer are.

IMO, the Midnight campaign for a D&D game is one that needs the gm and the players to have a serious chat about playing the campaign out. Midnight is a terrific setting, both in background and rules, and I truly enjoy the setting. It is different enough from the D&D standard that it does require a major shift in campaign play from both the gm and the players. IME, the key here has been discussing the setting (background and campaign rules), the expectations from everybody involved, and the goals that are set forth by the group, whatever they may be, after learning what they can about Midnight. The players need to know how different Midnight is from the stereotypical D&D campaign, and make adjustments accordingly, if agreed to. The groups I have been with wanted some adjustments, which I believe is quite reasonable, as every playing group has a unqiue style to it, so to speak.

I agree with a previous poster who more or less said destroying the Great Enemy is not meant to be goal of the Midnight setting. Evil has won and dominates the setting, although not completely. Given that premise, there is a good deal of "room" to work with for campaign play.

The most immediate significant change that the players told me about was the "basic survival" aspect of the game. This includes sustenance (food and water), shelter, and traveling. While this was interesting at first, the majority of players felt it lost its role-playing feel and became a tiresome game mechanic to be dealt with. So, what I did was change it so that it became an infrequent game tool rather than a persistent one. Overall, they liked that change. This ties into the main problem that my players felt they had with the setting.

This problem was that the clear majority of players felt that their characters were too insignificant as the campaign progressed. They did not mind the starting points for their characters, but to them it felt like it never changed (on a general level). At first I did not understand what they were getting at, but as time passed, I grew to understand their viewpoint. This is main reason I advise seriously talking about Midnight before playing it.

The basic premise of D&D is the characters become more personally powerful as they go up in levels. In most such campaigns, the characters typically also gain increases in social influence and status and have access to large amounts of physical and non-physical resources. In Midnight, this premise is only half true, and it presents a rude awakening for many players who have yet to experience such a thing. The personal power remains (altered, but it is still there) for the characters. The magical and non-magical resources, however, do not scale as usual. It can be a unpleasant shock to find how dependent characters are on having access to said resources when they are not available.

Couple this with another problem the players had: it's difficult to be heroes when the very people you are trying to assist and/or protect are either manipulating/using you or will betray you to the minions of Evil. Add in the fact that the campaign covers a large area but the "safer" areas are essentially isolated from each other (meaning that the immediate foes seem to be more overwhelming than they actually are), and there tends to be a player issue with the campaign. I can understand this much better now that I have been part of the three Midnight groups.

In essence, the players felt that they were more like nervous rodents who could not go anywhere (for fear of being slain out of hand) rather than experienced adventurers willing to take on a cause and complete it. With this feedback, I have decided that it is wiser to go on a smaller-scale when playing Midnight, and if a larger-scale is desired, making it a multi-part arc, each being a definitive part of the whole, yet smaller so that the players can enjoy what rewards they may earn.

IMO, Midnight is a solid campaign setting with enough flavor and game mechanics varients as to be an enjoyable D&D experience. It is not, however, one to be entered into without discussion of said differences and how it might impact everyone's playing experience. On its own, I think it does fall into the "either one will like it or not" category, so to speak. It is adaptable to other styles of gaming, but doing such will require some effort to do so. Which is what I wound up doing, and it's worked out decently so far. The players and the gm have been enjoying themselves, which is a very good thing. :)

For those who might be curious, some of the things I have done with the Midnight setting include the following: asking players what form they would like their covenant item to take (this has been a popular idea for the players); allowing greater access to potions, scrolls, and talismans (the craft feats for these items are more popular for pcs, and usage of these items has increased dramatically, which I favor); creating NPC contacts who are far more reliable than others; pointing out the vulnerabilities of the minions of the Great Enemy (that they are akin to a monstrous hydra whose heads fight with each other and/or do not care what other heads might or might not be doing, etc.); creating goblinoid groups that are going against the main minions - the Orcs; fine-tuning the wilderness encounters to the pcs; creating suitable non-physical rewards for the pcs so that the players can truly enjoy them, however briefly; and many others.

I apologize for the long post. I tend to get wordy when discussing Midnight.
 

log in or register to remove this ad

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.

I'll repeat again, this is not a game about destroying Izrador. It is a setting where evil is in control instead of good. What you do with that is your own campaign business, but don't be confused about what Midnight is and isn't. :)
I'll be honest. Nothing you have said makes me want to play it or run it. I wouldn't want to run a game where the PCs destroyed a god. But the book says over and over that the commoners do not appreciate anything the PCs do for them, fearing instead that the actions of the PCs will only draw the unwanted attention of the BBEG.

So not only do the PCs have no hope of making the world a better place for more than a fleeting moment, they won't even get any thanks for it. I wouldn't blame players from thinking that's too depressing. There is no point of doing good if it has no effect.

Perhaps, instead of telling me to go and read two additional message boards that I have no time or inclination to do, you could just summarize why my players should care? If you convince me, I'll convince all my players to buy the book. And since other people will read this thread, you might convince them, and their players, to buy the book too.
 

I wasn't trying to convince you. You came here and asked a question, I told you where you could find the answer. If you're not interested, don't play it. If you are interested, don't ignore the answers to your questions.
 

Wraith Form said:
Good call, Ashrem! Too bad we live so far apart--I'd love to be a player in your Midnight game! (Or Wil's, too, for that matter!)

I'd love to have you. :)


Nighthawk, please tell me you have downloaded Tome of Sorrows. For the parts that I worked on, a lot of it had to do with survival mechanics which, as you also said, is a very important aspect of Midnight.

If you haven't already, be sure you check out the Against the Shadows fansite.
 

Buttercup said:
I'll be honest. Nothing you have said makes me want to play it or run it. I wouldn't want to run a game where the PCs destroyed a god. But the book says over and over that the commoners do not appreciate anything the PCs do for them, fearing instead that the actions of the PCs will only draw the unwanted attention of the BBEG.

So not only do the PCs have no hope of making the world a better place for more than a fleeting moment, they won't even get any thanks for it. I wouldn't blame players from thinking that's too depressing. There is no point of doing good if it has no effect.

Perhaps, instead of telling me to go and read two additional message boards that I have no time or inclination to do, you could just summarize why my players should care? If you convince me, I'll convince all my players to buy the book. And since other people will read this thread, you might convince them, and their players, to buy the book too.

It'd be hard (impossible?) to convince you to buy the setting if you dislike such a big part of it. It's kinda like saying: "I'm interested in Dark Sun, but I don't like psionics. Convince me to buy it anyway."

However, thats not to say you have to always push these concepts. The villigers you save don't ALWAYS turn on you, it's just that it could be a problem. If there is any problem with the Midnight CS, it's that it does it's job TOO good. It beats into your head that the world is oppresive to the point that it's almost no use in playing it. Take a step back, consider your options, and be willing to relax that viewpoint a bit. You'll find an amazing setting.

Or.... you want.

Midnight may not be for you. You either like it or you don't. As I said in my review of it, if dark, brooding, oppressive, rare magic settings are your thing, you can't go wrong with Midnight. If not, if you prefer a more "Forgotten Realmseque" world, stay as far away from Midnight as you can.
 
Last edited:

Buttercup, I don't think it's for you. Based on what you've said here it does seem that you wouldn't enjoy it. There are more then enough great settings out there, so it should be easy to find on that fits your needs.
 
Last edited:

Yeah, those are potential problems, not guarenteed outcomes.

If the DM says: "Dragons live in caves", then I'm going to be prepared for dragons if I see a suspicious cave. That's not to say I'm going to avoid all caves, just that I'm going to be careful.

If the DM says: "Commoners can betray heros", then I'm going to be prepared for betrayal if I publically help a stranger. That's not to say I won't help strangers, just that I'm going to be careful.

-- N
 

Honestly I was somewhat disappointed when I got Midnight initially, because it's premise was way too much like my last home-brewed campaign. Once I got past my initial dislike ("Hey, this is MINE!" -- grin), I have found it to be a great setting!

Perhaps the best use for Midnight is as a setting for anti-heroes. Those who just try to survive and are only really out for themselves but who are drawn into helping others and eventually coming around to help the people. I find it comparable to the Chronicles of Thomas Covenant the Unbeliever by Stephen Donaldson. For those unfamiliar with that series, the main character comes from Earth and is summoned to the Land, where magic and monsters live. Covenant possesses "Wild Magic" that is pretty much capable of destroying the Land itself, though he doesn't initially know how to use it, and he starts out by believing the Land is a big dream. Opposing him is Lord Foul, the dark side of the universe's creator who wants the Wild Magic himself to escape back into the outside universe. So, in essence, you have a mortal standing against a god -- close enough to the setting of Midnight in my books.

So, the characters in Midnight could start out in the anti-hero mode and then come around to being the heroes. They could continue even further down the road to Epic levels and actually end up fighting (even defeating) Izrador directly - then they have to deal with being "gods" themselves and making the world right. They might even end up joining the side of darkness and helping to quell "rebel" outbreaks.

There's a lot to play with in Midnight IMO.
 

Buttercup said:
Perhaps, instead of telling me to go and read two additional message boards that I have no time or inclination to do, you could just summarize why my players should care? If you convince me, I'll convince all my players to buy the book. And since other people will read this thread, you might convince them, and their players, to buy the book too.
Hi Buttercup,

I won't suggest reasons that you should go out and buy this, because I get the impression that this is *not* a good setting for you. If you don't like "Call of Cthulhuesque" games where you typically end up dead (or insane) at the end, or don't want to go to the other end and run an Epic campaign to fight a god, then I don't think you will find much appeal in Midnight at all.

That being said, however, I would ask your players what they would think of this kind of setting. Perhaps they will not find it depressing at all, and may instead see it as a different kind of challenge -- survival instead of "winning" per se.

There is plenty of information about the setting on the Midnight homepage (and in fan sites), so I would direct your players there before investing any money in getting the books. After that, I would wait and see what they say. Maybe they will want you to run it for them...

Hope that helps!
 

Ashrem, I have done so today. I noticed the blurb about the Tome of Sorrows at ENWorld's front page, and happily downloaded it thereafter. Other than making sure it was a good download (and noticing the page count!), I have yet to read it. I am going to read it later tonight or tomorrow. I am anticipating it with relish. :) I am a regular lurker to the very cool Against the Shadows fansite.

To the folk at FFG and the invaluable Mr. Upchurch, thanks for creating and releasing the setting, and also thanks for being a continuing part of Midnight for the fans who play the setting. I truly appreciate such willingness to interact with us. Nicely done.

I just thought of two things that playing Midnight has offered me: a greater chance to introduce mysteries to the game (mainly on an individual or group level), and being able to use miniatures with terrain (including metal, plastic, and paper products). The players have been much more interested in their surroundings than before, though that could be due to their paranoia. ;)
 

Remove ads

Top