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Midnight: My players wonder--What's the point?
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<blockquote data-quote="Camarath" data-source="post: 1164432" data-attributes="member: 11987"><p>I am not sure how much this will add to the discussion it may be a bit OT. But I love Midnight and felt like adding some info on my current campaign which I am having a lot of fun with and which borrows quite a bit from Midnight.</p><p></p><p>I am currently playing in a homebrew (a very heavily modified RttToEE). In my world the Mind Flayers have created a gaint brain pool called the Overmind and it has gained divine status and created an barrier (Umbra) which cuts of the world form direct diety influence and traps the souls of the dead which the Overmind eventually consumes. The Mind Flayers are currently splintering and wearing down the suface world which is primarily composed of city states at this point which rely heavily on mercenaries by promoting infighting and treachery. The party is currently working for the a mysterious group (Mind Flayers) to stop the resurrection of the now mad Lord of the Morning (a god)who in the ages past hurled himself through the Umbra fractuing his celestial body and his mind. In my campaign the pysical manifestations of the Gods are celestial bodies much like stars. The Lord of the Morning believies that the only way to save the world is to bring the dawn of a new day. This would mean a fiery cataclysm which would destory all life. The players again do not know this nor do the Mind Flayers. The Mind Flayers fear the rise of any God within the Umbra but do not know his plans and the party was only hired to "clean" out a disruptive cult. Some members of the party know some of what's going on but most don't. But on the whole the player are enjoying the bleak desperate environment because they don't know that no matter what they do the Mind Flayers will win and the Overmind will consume thier souls. I also have a habit of putting monsters and situations in to the game that if met with direct combat would lead to the death of the party and the players know this so try not to run into the gaping jaws of death if they can help it. The party has many hopes and dreams; wealth, revenge, duty, power, fame but saving the world is not one of them. Though they may end up doing so.</p></blockquote><p></p>
[QUOTE="Camarath, post: 1164432, member: 11987"] I am not sure how much this will add to the discussion it may be a bit OT. But I love Midnight and felt like adding some info on my current campaign which I am having a lot of fun with and which borrows quite a bit from Midnight. I am currently playing in a homebrew (a very heavily modified RttToEE). In my world the Mind Flayers have created a gaint brain pool called the Overmind and it has gained divine status and created an barrier (Umbra) which cuts of the world form direct diety influence and traps the souls of the dead which the Overmind eventually consumes. The Mind Flayers are currently splintering and wearing down the suface world which is primarily composed of city states at this point which rely heavily on mercenaries by promoting infighting and treachery. The party is currently working for the a mysterious group (Mind Flayers) to stop the resurrection of the now mad Lord of the Morning (a god)who in the ages past hurled himself through the Umbra fractuing his celestial body and his mind. In my campaign the pysical manifestations of the Gods are celestial bodies much like stars. The Lord of the Morning believies that the only way to save the world is to bring the dawn of a new day. This would mean a fiery cataclysm which would destory all life. The players again do not know this nor do the Mind Flayers. The Mind Flayers fear the rise of any God within the Umbra but do not know his plans and the party was only hired to "clean" out a disruptive cult. Some members of the party know some of what's going on but most don't. But on the whole the player are enjoying the bleak desperate environment because they don't know that no matter what they do the Mind Flayers will win and the Overmind will consume thier souls. I also have a habit of putting monsters and situations in to the game that if met with direct combat would lead to the death of the party and the players know this so try not to run into the gaping jaws of death if they can help it. The party has many hopes and dreams; wealth, revenge, duty, power, fame but saving the world is not one of them. Though they may end up doing so. [/QUOTE]
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Midnight: My players wonder--What's the point?
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