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Midnight: My players wonder--What's the point?
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<blockquote data-quote="freebfrost" data-source="post: 1164703" data-attributes="member: 3713"><p>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!</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>There's a lot to play with in Midnight IMO.</p></blockquote><p></p>
[QUOTE="freebfrost, post: 1164703, member: 3713"] 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. [/QUOTE]
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Midnight: My players wonder--What's the point?
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