First a request, then a bit more background information, then some more areas to ponder:
1. If anyone has an interest in playing an elf, probably a Caransil, though the other races can work too, let me know. I have a potential background embellishment in mind. Note that I don't _have_ to have an elven PC, but it would make some things a bit easier... though harder for the party... which brings me to #2.
2. Midnight is a harsh and dangerous world for everyone, but especially the Fey. They will not, in general, be favorably received by human settlements in Central Eredane who fear the Shadow's forces just coming to their village to hunt the 'traitors', and using that as an excuse to brand them as shelterers of the Fey. Combined with some of the other elements (lack of healing compared to a usual AD&D campaign, weapons and magic use being limited), stealth and living to fight another day is highly valued in the insurgency. This doesn't mean you can't play a 'want to pick a fight at every opportunity character' _but_ I'm not gonna pull your fat out of the fire if you jump in with both feet. There
will be encounters that
will kill your characters if you just engage them in a straight up fight. In other words, every orc patrol, every creature you run across, etc, will be designed to create a challenge to overcome, even if it's to simply decide to hide until it passes. I get the impression from the people in the campaign that I don't have to worry about telling you this, but I want to make sure it's clear up front. Just to make sure...
EVERY ENCOUNTER WILL NOT BE TAILORED TO THE PARTY'S 'COMBAT ENCOUNTER LEVEL'.
And a corollary... I will not fudge die rolls. I will likely be making all rolls as necessary. In a lot of ways I really like that many of y'all don't have access to the rules and so won't necessarily know if it's 'easy' to hit an orc carrying chain mail with your sling from 60 feet away. Helpful hint... Use 'down time' to practice skills... So as an example... Your very green character, having learned how to use a bow in relative safety and comfort where they grew up, finds themself hidden from a patrol that passes by. He debates shooting at the perceived leader but is unsure whether he can remain hidden. Eventually he decides to hold his fire.. The next day, when camped on the road, he asks a couple of party members to try to spot him as he tries to shoot a target approximately the same distance away. I'll make the rolls and inform of the results. Your characters and you will hopefully learn the chances of something succeeding by actually using the skills, rather than knowing what each bonus means for the exact probability chance of succeeding.
3. Ok.. some questions to ponder. I'll probably ask them more formally in a poll format at some point (e-mail or here).
What kind of adventures would you enjoy most? Combat, stealth, dungeon crawls, intrigue, politics, puzzles, etc... Note you're likely to see varying amounts of all of these, but if the group as a whole seems to lean towards a couple of areas, I can tailor the campaign in that direction and have the 'uninteresting' elements handled by NPCs, or simply glossing over relatively quickly.
What level of 'dark' description are you uncomfortable with? I do NOT plan to go into excruciating detail of torture and abuses (ie, horror movie level), but Midnight is a dark world and horrible things happen to good people. If there are areas that make you truly squeamish that you are aware of which would make you as a player not want to play, please let me know. I won't guarantee that they won't happen, but I'll gloss over the scene as much as possible.
What's your level of 'confrontation' comfort for your characters? Specifically, let's say a character in the party does something your character would feel is wrong or stupid. Will you allow your character to go along with it to avoid 'hurt feelings' or confrontation? Or will your character confront the other party member, or even refuse to go along with something, thus harming a plan or potentially leaving the party member hanging out to dry? I personally think the ideal group is one where the characters can act however they want (as long as they're true to their character) without worrying about what the other PLAYERS' reactions are. We will have an OOC thread to chat in (likely this one) and hopefully any worries can be assauged quickly.
Are you willing to have bad things happen to your character or character's "support system" (loved ones, places of haven, etc). I would consider it the highest honor if I could make a player feel a strong emotion over something in game and yet not be upset personally by it (ie, along the lines of watching a movie, or reading a book that does the same).
Are you willing to play a character that might betray the party, whether from their own will or if being controlled by some other force? I do NOT have a plot hook in mind at this point that does something like this. I only bring it up because I have seen the concept used elsewhere and will not rule out using it myself if a player is amenable. If I ever decide to actually take a player up on a 'yes' to this question, I'll do it early enough to modify the upcoming adventure to handle the player declining to participate if they're uncomfortable.