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Midnight: My players wonder--What's the point?
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<blockquote data-quote="Gothmog" data-source="post: 1164522" data-attributes="member: 317"><p>I think a lot of people who are saying Midnight is bleak and hopeless aren't really getting the point. A hero is someone who stands against the odds, for what he knows is right, and is willing to pay the price for his beliefs and actions. Standard D&D characters aren't heroes- they are looting thugs who often have the backing of good-aligned churches/governments/etc behind them for support. Characters in Midnight truly are heroes on their own, and with the odds truly stacked against them. The point isn't to kill Izrador, or to amass riches and magic, but to give others (the general populace) hope. In short, the characters are supposed to be the folk heroes that give others hope for a better future. While Izrador is too powerful to outright destroy, he and his forces rely on terror, isolation, and strongarm tactics to rule. If the people are no longer afraid, and they aren't isolated, suddenly Izrador's forces are in a heap of trouble.</p><p></p><p>Although I haven't started my Midnight game yet, my plans involve having the heroes slowly build up a network of powerful allies, re-establishing communication between the dwarves and elves, acting as role-models to the people, and catching some of Izrador's forces in a nasty trap. This suddenly puts the baddies on the defensive, and shows the people that while Izrador himself might not be subject to harm, his forces and powerbase are. True, Izrador is likely to retaliate in force, but at this point the game would be more about outmaneuvering Izrador than crushing his forces. I'll also present the option to the players late in the campaign to basically completely seal the world off from all sources of magic- this putting Izrador into a catatonic state. Of course, all magic in the world would die as well, and the fey races would fade into myth. Is this a sacrifice the characters would be willing to make? I'm not sure, but its an interesting possibility.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 1164522, member: 317"] I think a lot of people who are saying Midnight is bleak and hopeless aren't really getting the point. A hero is someone who stands against the odds, for what he knows is right, and is willing to pay the price for his beliefs and actions. Standard D&D characters aren't heroes- they are looting thugs who often have the backing of good-aligned churches/governments/etc behind them for support. Characters in Midnight truly are heroes on their own, and with the odds truly stacked against them. The point isn't to kill Izrador, or to amass riches and magic, but to give others (the general populace) hope. In short, the characters are supposed to be the folk heroes that give others hope for a better future. While Izrador is too powerful to outright destroy, he and his forces rely on terror, isolation, and strongarm tactics to rule. If the people are no longer afraid, and they aren't isolated, suddenly Izrador's forces are in a heap of trouble. Although I haven't started my Midnight game yet, my plans involve having the heroes slowly build up a network of powerful allies, re-establishing communication between the dwarves and elves, acting as role-models to the people, and catching some of Izrador's forces in a nasty trap. This suddenly puts the baddies on the defensive, and shows the people that while Izrador himself might not be subject to harm, his forces and powerbase are. True, Izrador is likely to retaliate in force, but at this point the game would be more about outmaneuvering Izrador than crushing his forces. I'll also present the option to the players late in the campaign to basically completely seal the world off from all sources of magic- this putting Izrador into a catatonic state. Of course, all magic in the world would die as well, and the fey races would fade into myth. Is this a sacrifice the characters would be willing to make? I'm not sure, but its an interesting possibility. [/QUOTE]
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