[Midnight] Seeking opinions from those who've played it

Brightshadowj

First Post
I'm leaning quite closely to picking up Midnight this weekend, but I'd like to know a little bit more about it first.

For those of you who've played it: What are your impressions? I understand that it's a dark, rare-magic setting... but aside from that? What are the big selling points of it? How will it differ from a 'normal' D&D setting?

Even if you didn't like it... what didn't you like about it?

Any info at all would be appreciated. :)
 

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I have it, I'm DMing it, and I have mixed feelings about it.

It's low-magic alright, but the magic system does leave some things to be desired. For instance, I thought that healing would be difficult- until one player decided to make a Wood Elf Channeler with the Healer heroic path. He can heal better, at low levels, than most clerics can. The spell point system makes low-level mages very strong, and higher level ones legate-fodder.

I like the take-offs on Tolkien, the effective use of classic races and themes, and the low magic. The additional mechanics (such as covenant items, nexuses, black mirrors, and charms) are fun as well.

But the setting is just too damn dark. As one of my friends put it, "We're on Planet Suck". There's really little to no hope of victory, of establishing anything lasting that won't be destroyed by the shadow, or of foiling the Night King's plans for any length of time. For players, it can really become oppressive after a few sessions. Then again, my players seem to be enjoying the game- perhaps more than I enjoy running it.

Final appraisal?

If a setting similiar to Tolkien or Jordan's worlds with a dash of Ravenloft sounds like fun to you, and your players won't mutiny, get it. Otherwise, give it a pass.
 

Heh, heh

I've gotta say the fellow above is pretty much correct. Midnight isn't for everybody and it is quite a challenging setting.

That said, if you find you like the style, you will be hard pressed to find a better setting made this year. The folks at FFG just do so much right here. They didn't win that Ennie by fluke.

Part of the problem I think is that they set the ambiance so well that certain things don't seem hard enough believe it or not. Healing for instance...it seems too easy even though there isn't as much of it. I will be using a variation of the d20 Wheel of Time solution to this problem. Many others have chimed in with other slight tweaks.

Try this site http://www.againsttheshadow.org/ for more info on that. From there you can also check out the d20 Midnight yahoo list.

Midnight has a great feel to it. I will admit that it is probably not the first setting you would try if you are a first time DM. However, if your group trusts your talents and are willing to try something a little different...you can't go wrong with this setting.

There is something to be said for quality. It is without a doubt one of the best gaming products to come out this calendar year.
 

Midnight

I too was thinking of picking this up, but was a little hesitant because of the oppressive darkness this gives off. Thanks to both of you for giving me your opinions on this, I think I will stick with Dragon Lance Arcana Unearthed & Kalamar for now. That should be enough :)


Halma
 

I, too, am interested in Midnight, but mainly because I have heard the magic system might be to my taste. How separable is the magic system from the rest of the campaign world?
 

I have really enjoyed running the setting. Mostly becaues of the Darkness. It focuses things. Always have an enemy to fight, always have that under the gun feeling. And when the players get tried of Minions of Shadows enemies, you can always do standrad D&D things.

My gang went dungeon delving. Made a trip across the demon controled Aurun Jungle. Played a little court intrigue inside the Sarcosan noble familes. And even as a whim did some pirateing.

Yes its a dark world, but the players can be movers and shakers in it.
 

I've been running Midnight for three months as chronicled in my Story Hour. It has been a great game and I like their rules changes to magic and their class choices.

The book is well-written with nice choices and particularly nice rules for Racial benefits AND somethign neat called Heroic Paths, giving players an edge in the dark times they live in.

A great worldbook from someone who HATES worldbooks and generally finds that making a homebrew world is half of the fun of a campaign.
 

I agree witht the general thoughts out there: great setting and some cool changes to magic system, core classes, etc. It can be a little too overpowering and hopeless, but then again, so is something like Cthuhlu.

Been DMing a Midnight campaign just a month or so and one of the biggest points of friction has been bartering. There's not really gold/gems around that are worth anything and my PCs kinda moan when it comes to trading goods. I'm not sure, maybe it's just an adjustment to make.

Any of you longer-running Midnighters have any advice or insight on the bartering system? The idea is great, but it's been a little rough to run...
 

Ha! Just saw this thread.

I really can't say enough good things about Midnight. Wonderful setting!

That said, if you don't like dark, gritty, rare magic settings, Midnight isn't for you. Stay away, far away.

If you do like that sort of setting, you want find a better one anywhere.

It's low-magic alright, but the magic system does leave some things to be desired. For instance, I thought that healing would be difficult- until one player decided to make a Wood Elf Channeler with the Healer heroic path. He can heal better, at low levels, than most clerics can. The spell point system makes low-level mages very strong, and higher level ones legate-fodder.

Common misconception.

One of the reasons people say Midnight is not for newby DMs is because it takes the training wheels off. A lot of things are balanced with role-playing reasons instead of rules. For example, a low level channeler could throw out a ton of spells......

But when the astirax shows up, your spellcaster is very dead.

You just can't go around casting spells. You want last long.


Still, if you are interested, be sure you check out www.againsttheshadow.org

Take a look at Paka's storyhour & check out the PbP game in my sig.
 


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