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Midnight: My players wonder--What's the point?
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<blockquote data-quote="Micco" data-source="post: 1175885" data-attributes="member: 14806"><p>Hm....back OT...</p><p> </p><p>I tend to draw parallels from the movie 'Red Dawn' when I think of Midnight. The players have little hope of drastically changing the world in the short-term, but they can strike at the Shadow locally and have a meaningful effect on the lives of those around them.</p><p> </p><p>My players started out sort-of ho-hum about the setting, but after about 20 hours of play they <em>love</em> it.</p><p> </p><p>As for moral quandries, there are many:</p><p>1) The characters come across a group of starving refugees. Helping them will put their mission that is vital to the resistance at risk. Not helping them will ensure that dozens of refugees will die of starvation. Can they risk it? Does the good of the many outweigh the good of the few?</p><p> </p><p>2) A great opportunity to kill a Legate must be weighed against the sure retaliation of the Shadow to the towns and villages in the region. Can the characters watch 10 villagers killed every day until they turn themselves in for the killing of the legate?</p><p> </p><p>or better yet</p><p> </p><p>3) The players have an opportunity to disrupt the Shadow by killing the Senior Legate of a region, but doing so will almost guarentee that the overseer would be replaced. This particular overseer is relatively good to his subjects, establishing a real legal system that gives subjects a few rights. Is the killing of the Legate worth it?</p><p> </p><p>4) The players have managed to create a plan to destroy a Dark Mirror. Dark Mirror destruction is one to the few ways to really hurt Izrador. Unfortunately, the Dark Mirror is located in the middle of a large town. It's destruction will kill hundreds, perhaps thousands, of innocents. What price, victory?</p><p> </p><p>Clearly there will be good people who will have different opinions about what is right in each situation. It is no wonder that the players will be heros to some and villains to others...even to those that oppose Izrador.</p><p> </p><p>But I do agree that it is important that the players get to enjoy a few clear victories from time to time. Otherwise they begin to wonder if this is really <em>fun</em>...</p><p> </p><p>Not the right setting for all, and not the right setting all the time for any, but a great setting that changes the rules.</p><p> </p><p>------------</p><p>Micco</p></blockquote><p></p>
[QUOTE="Micco, post: 1175885, member: 14806"] Hm....back OT... I tend to draw parallels from the movie 'Red Dawn' when I think of Midnight. The players have little hope of drastically changing the world in the short-term, but they can strike at the Shadow locally and have a meaningful effect on the lives of those around them. My players started out sort-of ho-hum about the setting, but after about 20 hours of play they [i]love[/i] it. As for moral quandries, there are many: 1) The characters come across a group of starving refugees. Helping them will put their mission that is vital to the resistance at risk. Not helping them will ensure that dozens of refugees will die of starvation. Can they risk it? Does the good of the many outweigh the good of the few? 2) A great opportunity to kill a Legate must be weighed against the sure retaliation of the Shadow to the towns and villages in the region. Can the characters watch 10 villagers killed every day until they turn themselves in for the killing of the legate? or better yet 3) The players have an opportunity to disrupt the Shadow by killing the Senior Legate of a region, but doing so will almost guarentee that the overseer would be replaced. This particular overseer is relatively good to his subjects, establishing a real legal system that gives subjects a few rights. Is the killing of the Legate worth it? 4) The players have managed to create a plan to destroy a Dark Mirror. Dark Mirror destruction is one to the few ways to really hurt Izrador. Unfortunately, the Dark Mirror is located in the middle of a large town. It's destruction will kill hundreds, perhaps thousands, of innocents. What price, victory? Clearly there will be good people who will have different opinions about what is right in each situation. It is no wonder that the players will be heros to some and villains to others...even to those that oppose Izrador. But I do agree that it is important that the players get to enjoy a few clear victories from time to time. Otherwise they begin to wonder if this is really [i]fun[/i]... Not the right setting for all, and not the right setting all the time for any, but a great setting that changes the rules. ------------ Micco [/QUOTE]
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Midnight: My players wonder--What's the point?
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