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Midnight: My players wonder--What's the point?
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<blockquote data-quote="Merova" data-source="post: 1164302" data-attributes="member: 2505"><p><strong>Star Wars: Rebellion Era</strong></p><p></p><p></p><p></p><p>Hi all!</p><p></p><p>When I started prepping a <strong>Midnight</strong> campaign, I used the Star Wars Rebellion era as a model for scenario type. It was a period in which the players would have no hope of overthrowing the Empire. The best that they could do is harrass and hide. I thought that the themes of heroism in the face of overpowering evil found in both games would jibe well. I was wrong.</p><p></p><p>Although the PCs in <strong>Midnight</strong> 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 <strong>Midnight</strong> has no room for reckless heroism.</p><p></p><p>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.</p><p></p><p>The basic premise of this game is one of exploration. The reason to play in this setting is to experience a world where heroism is painful and destined to fail. This a a powerful premise, but one that rankles against the preferences of many gamers, who use gaming as a form of "power fantasy" escapism. It especially conflicts with this feeling in that the mechanics create totally cool epic characters. Making them do gritty and covert adventure types feels like a waste of potential.</p><p></p><p>Well, that's my experience. I really like this game, but I can totally understand the frustration that many players may have with it. YMMV. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks for reading.</p><p></p><p>---Merova</p></blockquote><p></p>
[QUOTE="Merova, post: 1164302, member: 2505"] [b]Star Wars: Rebellion Era[/b] Hi all! When I started prepping a [b]Midnight[/b] campaign, I used the Star Wars Rebellion era as a model for scenario type. It was a period in which the players would have no hope of overthrowing the Empire. The best that they could do is harrass and hide. I thought that the themes of heroism in the face of overpowering evil found in both games would jibe well. I was wrong. Although the PCs in [b]Midnight[/b] 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 [b]Midnight[/b] 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. The basic premise of this game is one of exploration. The reason to play in this setting is to experience a world where heroism is painful and destined to fail. This a a powerful premise, but one that rankles against the preferences of many gamers, who use gaming as a form of "power fantasy" escapism. It especially conflicts with this feeling in that the mechanics create totally cool epic characters. Making them do gritty and covert adventure types feels like a waste of potential. Well, that's my experience. I really like this game, but I can totally understand the frustration that many players may have with it. YMMV. :D Thanks for reading. ---Merova [/QUOTE]
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