Yair
Community Supporter
I'm thinking about the campaign I want to run when 4e comes around, and a Midnight campaign is appealing to me. However, I'd like my first 4e campaign to really embrace 4e so I can check it out, and I'm having trouble fitting Midnight in with the full range of 4e mechanics. I've just abotu given up - it doesn't seem like Midnight can embrace all of 4e. I am looking for conversion ideas proving me wrong 
My current thoughts are to make the Dorn be Dragonborn and Sarcosans be Tieflings, leaving only Erenlanders as Human. Oust the Gnomes, replacing them with Halflings (and probably remove most other halflings from the setting). Let the Elves be Elves (Snow, Jungle, Wood - all), reserving the Eladrin for "nobility" elves (like the Queen). Dwarfs describe both Clan and Kurgun dwarfs. Erase all other races (wildlings, half-orcs, and so on) from the setting. This would be a major overhaul to some of the setting, but I think it's a relatively light change that doesn't touch the heart of the setting. I'm having a problem fitting in the Half-Elves though; I think working them in as diplomats for the Queen works best, but this creates yet another Elven race.... on the other hand, I don't see how come half-elves would make sense as being half-human hybrids in Midnight.
The real problem is the Cleric and Paladin classes. These draw heavily on Divine power, and os seem suited only to the Shadow. This is a major problem for me, as I want the PCs to be able to access them (and any other element of the rules).
So my current idea is to just have no (Good-side) Clerics, Paladins, or Half-Elves - but I'm not at all sure I'm pleased with that.

My current thoughts are to make the Dorn be Dragonborn and Sarcosans be Tieflings, leaving only Erenlanders as Human. Oust the Gnomes, replacing them with Halflings (and probably remove most other halflings from the setting). Let the Elves be Elves (Snow, Jungle, Wood - all), reserving the Eladrin for "nobility" elves (like the Queen). Dwarfs describe both Clan and Kurgun dwarfs. Erase all other races (wildlings, half-orcs, and so on) from the setting. This would be a major overhaul to some of the setting, but I think it's a relatively light change that doesn't touch the heart of the setting. I'm having a problem fitting in the Half-Elves though; I think working them in as diplomats for the Queen works best, but this creates yet another Elven race.... on the other hand, I don't see how come half-elves would make sense as being half-human hybrids in Midnight.
The real problem is the Cleric and Paladin classes. These draw heavily on Divine power, and os seem suited only to the Shadow. This is a major problem for me, as I want the PCs to be able to access them (and any other element of the rules).
So my current idea is to just have no (Good-side) Clerics, Paladins, or Half-Elves - but I'm not at all sure I'm pleased with that.