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...Midnight?
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<blockquote data-quote="Ashrem Bayle" data-source="post: 1036702" data-attributes="member: 3103"><p>I can't say much because my table top campaign is also the basis for the PbP game that I'm running.</p><p></p><p>However, here is some advice.</p><p></p><p>1. Metagaming - I told the players very early on about the setting. I stressed how hard it is and how much they have against them. I told them that it is very possible their characters could die and that I wouldn't fudge the dice to save them.</p><p></p><p>2. Fear of the Unknown - All my players know the typical orc's stats. However, orcs aren't just orcs in Midnight. They are individuels and can be a powerful force in their own right. Creatures are left vague. The way I describe them goes a long way in insuring the PCs don't want to tangle with them.</p><p></p><p>3. Mundane Dangers - Midnight is a tough world stuck in perpetual winter. It doesn't rain very often. Lightning storms are a common occurance. I also implemented some house rules that further bend the d20 rules to fit the Midnight setting. I've revised the starvation and dehydration rules so that they do CON damage instead of nonlethal damage. Also, I've introduced weapon and armor degredation rules. Since weapons and armor are illegal, it is very hard to find someone willing to repair them, that is, assuming they even know how. </p><p></p><p>4. Paranoia - Is their a magic sniffing Asterax nearby? Can we really trust these townsfolk not to turn us over to the Shadow in exchange for a loaf of bread? Its just one orc, should we attack or flee?</p><p></p><p>If you want more, post an email address I can reach you by, and I'll send you a quick write-up of some of our early sessions.</p></blockquote><p></p>
[QUOTE="Ashrem Bayle, post: 1036702, member: 3103"] I can't say much because my table top campaign is also the basis for the PbP game that I'm running. However, here is some advice. 1. Metagaming - I told the players very early on about the setting. I stressed how hard it is and how much they have against them. I told them that it is very possible their characters could die and that I wouldn't fudge the dice to save them. 2. Fear of the Unknown - All my players know the typical orc's stats. However, orcs aren't just orcs in Midnight. They are individuels and can be a powerful force in their own right. Creatures are left vague. The way I describe them goes a long way in insuring the PCs don't want to tangle with them. 3. Mundane Dangers - Midnight is a tough world stuck in perpetual winter. It doesn't rain very often. Lightning storms are a common occurance. I also implemented some house rules that further bend the d20 rules to fit the Midnight setting. I've revised the starvation and dehydration rules so that they do CON damage instead of nonlethal damage. Also, I've introduced weapon and armor degredation rules. Since weapons and armor are illegal, it is very hard to find someone willing to repair them, that is, assuming they even know how. 4. Paranoia - Is their a magic sniffing Asterax nearby? Can we really trust these townsfolk not to turn us over to the Shadow in exchange for a loaf of bread? Its just one orc, should we attack or flee? If you want more, post an email address I can reach you by, and I'll send you a quick write-up of some of our early sessions. [/QUOTE]
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