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Please tell me about Midnight and Eberron!
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<blockquote data-quote="BiggusGeekus" data-source="post: 3607467" data-attributes="member: 1014"><p>Shadeydm captured the essence of Midnight. I'm sure others will chime in about Eberron. Here's my take on the two from a "enough about the reading, do the games play well?" perspective.</p><p></p><p></p><p>Midnight - hard to create adventures for and run as the PCs advance in level. The designers have noted that while it may be harder, you get back what you put into it. I'm inclined to agree. In Midnight, you aren't fighting evil to defeat evil, you're fighting evil just to survive. Some settings try to scare you, in Midnight, the players start out scared. (<em>"you mean I'm NEVER going to get a +1 sword? And I still have to fight monsters!?!?!"</em>) </p><p></p><p>Recommendations: This game might be best used with the Iron Heroes rules which assume a low magic setting. Also, the designers' standpoint seems to be that evil has <em>won</em> and not <em>won for now</em>. That's a little too grim for my tastes and if it were me, I'd leave that option open.</p><p>Support: <a href="http://www.againsttheshadow.org/" target="_blank">http://www.againsttheshadow.org/</a></p><p></p><p></p><p>Eberron - this was designed around the 3.5 rules and I feel that's a huge strength. Action points tilts balance in the PCs favor so they're more inclined to attempt crazy stunts. Also, this is backed by WotC there's a metric ton of other people playing the setting and plenty of adventures floating around in past issues of <em>Dungeon</em> and on the internet. Eberron begs for pulp action and draws inspiration from heroes of yesteryear like Doc Savage and the Shadow. If you want to play an Indiana Jones game, but in a swords & sorcery world, Eberron is the way to go.</p><p></p><p>Recommendations: I know I'm going to get criticized for pointing you to Iron Heroes twice here, but for Eberron you should at least read this <a href="http://www.montecook.com/cgi-bin/page.cgi?mpress_MasterIL_preview1" target="_blank">page on action zones</a> before running an Eberron game. I'd also advise using the Unearthed Arcana option of <a href="http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm" target="_blank"> defense bonus for Armor Class</a> . Finally, I'd give everyone a free skill point every level for a Profession, Craft, or Knowledge skill and an additional free skill point per level to be used for Jump, Climb, Rope Use, or Swim. You want to encourage action and lots of it.</p><p>Support: <a href="http://boards1.wizards.com/forumdisplay.php?s=&forumid=502" target="_blank">http://boards1.wizards.com/forumdisplay.php?s=&forumid=502</a></p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 3607467, member: 1014"] Shadeydm captured the essence of Midnight. I'm sure others will chime in about Eberron. Here's my take on the two from a "enough about the reading, do the games play well?" perspective. Midnight - hard to create adventures for and run as the PCs advance in level. The designers have noted that while it may be harder, you get back what you put into it. I'm inclined to agree. In Midnight, you aren't fighting evil to defeat evil, you're fighting evil just to survive. Some settings try to scare you, in Midnight, the players start out scared. ([i]"you mean I'm NEVER going to get a +1 sword? And I still have to fight monsters!?!?!"[/i]) Recommendations: This game might be best used with the Iron Heroes rules which assume a low magic setting. Also, the designers' standpoint seems to be that evil has [i]won[/i] and not [i]won for now[/i]. That's a little too grim for my tastes and if it were me, I'd leave that option open. Support: [url]http://www.againsttheshadow.org/[/url] Eberron - this was designed around the 3.5 rules and I feel that's a huge strength. Action points tilts balance in the PCs favor so they're more inclined to attempt crazy stunts. Also, this is backed by WotC there's a metric ton of other people playing the setting and plenty of adventures floating around in past issues of [i]Dungeon[/i] and on the internet. Eberron begs for pulp action and draws inspiration from heroes of yesteryear like Doc Savage and the Shadow. If you want to play an Indiana Jones game, but in a swords & sorcery world, Eberron is the way to go. Recommendations: I know I'm going to get criticized for pointing you to Iron Heroes twice here, but for Eberron you should at least read this [URL=http://www.montecook.com/cgi-bin/page.cgi?mpress_MasterIL_preview1]page on action zones[/URL] before running an Eberron game. I'd also advise using the Unearthed Arcana option of [URL=http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm] defense bonus for Armor Class[/URL] . Finally, I'd give everyone a free skill point every level for a Profession, Craft, or Knowledge skill and an additional free skill point per level to be used for Jump, Climb, Rope Use, or Swim. You want to encourage action and lots of it. Support: [url]http://boards1.wizards.com/forumdisplay.php?s=&forumid=502[/url] Happy gaming! [/QUOTE]
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