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*TTRPGs General
Midnight: My players wonder--What's the point?
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<blockquote data-quote="Ashrem Bayle" data-source="post: 1164360" data-attributes="member: 3103"><p>There is a lot that can be done in Midnight to satisfy the desire to be a hero. The goals are just different. Rebellion Era Starwars is actually a VERY good example.</p><p></p><p>Some goals:</p><p></p><p>Disrupt the slave trade.</p><p></p><p>Help out in the war in the Forest of Erethor and Kaladrun Mnts.</p><p></p><p>Free a city and set it up as a bastion of resistance. Pehaps the Shadow's "puppet ruler" is now controlled by the good guys.</p><p></p><p>Smuggling weapons and refugees.</p><p></p><p>The goals are there, they're just a bit smaller. As Wil says, Izrador is more an aspect of the setting than he is something to be actually overcome.</p><p></p><p>There is actually a loosly organized resistance and the PCs will likely find their way to it eventually.</p><p></p><p>The best thing the DM can do is to simply not tell the player that "there is no hope", at least, not out of character.</p></blockquote><p></p>
[QUOTE="Ashrem Bayle, post: 1164360, member: 3103"] There is a lot that can be done in Midnight to satisfy the desire to be a hero. The goals are just different. Rebellion Era Starwars is actually a VERY good example. Some goals: Disrupt the slave trade. Help out in the war in the Forest of Erethor and Kaladrun Mnts. Free a city and set it up as a bastion of resistance. Pehaps the Shadow's "puppet ruler" is now controlled by the good guys. Smuggling weapons and refugees. The goals are there, they're just a bit smaller. As Wil says, Izrador is more an aspect of the setting than he is something to be actually overcome. There is actually a loosly organized resistance and the PCs will likely find their way to it eventually. The best thing the DM can do is to simply not tell the player that "there is no hope", at least, not out of character. [/QUOTE]
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Midnight: My players wonder--What's the point?
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