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Rant: Midnight Gone Wrong...
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<blockquote data-quote="BiggusGeekus" data-source="post: 1984721" data-attributes="member: 1014"><p>A DM run NPC that is superpowerful while the rest of the party is a pack of chumps? Woo-hoo! Good times! Ah, the thrills you must have had while the DM reinvented <em>dues ex machinia</em> with every encounter. The joy you knew while you were being berated for being so stupid while the DMs alter-ego achived newfound glory at every turn. These are the moments we live for as gamers!</p><p></p><p>But really, game sessions of enforced impotence observing the DM bask in his own manufactured glory is roughly as much fun as getting a railroad spike jabbed up your colon. Our group has never fallen prey to that problem, but then we're armed with paintball guns. An armed gaming group is a polite gaming group.</p><p></p><p>But, let's be fair to the guy. <em>Midnight</em> really is a hard setting to run. You're supposed to have adventures where the "treasure" is a month's worth of rations and you can just about give up on the idea of magic items. Which is why it's always a good idea in any new setting to run the introductory adventure<span style="font-size: 9px">*</span> and pick up a module that was designed for that setting. </p><p></p><p>That said the guy railroaded you at every turn and blamed you for his poorly designed encounters. I'm not going to fault him for tossing out CR11 critters at you, you're supposed to do a lot of running away and hiding. But he seemed to over-protect NPCs that you could take out while putting you in combat with NPCs that you couldn't. That makes no sense. A DM should never get attached to his NPCs because they essentially exist to be defeated.</p><p></p><p>I don't know what to say other than to just tell him that you don't feel that the setting is working for you. Don't run down the laundry list of DM boo-boos that he's made. Just say Midnight isn't doing it for you and leave it at that.</p><p></p><p>Good luck!</p><p></p><p>-Biggus Geekus</p><p></p><p>* PS It is my firm belief that all campaign books should have an introductory adventure. No exceptions. If the publisher is running low on space they can always cut out a prestige class , race, or some of the new spells. But to not have an introductory adventure borders on the criminal to my mind.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1984721, member: 1014"] A DM run NPC that is superpowerful while the rest of the party is a pack of chumps? Woo-hoo! Good times! Ah, the thrills you must have had while the DM reinvented [i]dues ex machinia[/i] with every encounter. The joy you knew while you were being berated for being so stupid while the DMs alter-ego achived newfound glory at every turn. These are the moments we live for as gamers! But really, game sessions of enforced impotence observing the DM bask in his own manufactured glory is roughly as much fun as getting a railroad spike jabbed up your colon. Our group has never fallen prey to that problem, but then we're armed with paintball guns. An armed gaming group is a polite gaming group. But, let's be fair to the guy. [i]Midnight[/i] really is a hard setting to run. You're supposed to have adventures where the "treasure" is a month's worth of rations and you can just about give up on the idea of magic items. Which is why it's always a good idea in any new setting to run the introductory adventure[SIZE=1]*[/SIZE] and pick up a module that was designed for that setting. That said the guy railroaded you at every turn and blamed you for his poorly designed encounters. I'm not going to fault him for tossing out CR11 critters at you, you're supposed to do a lot of running away and hiding. But he seemed to over-protect NPCs that you could take out while putting you in combat with NPCs that you couldn't. That makes no sense. A DM should never get attached to his NPCs because they essentially exist to be defeated. I don't know what to say other than to just tell him that you don't feel that the setting is working for you. Don't run down the laundry list of DM boo-boos that he's made. Just say Midnight isn't doing it for you and leave it at that. Good luck! -Biggus Geekus * PS It is my firm belief that all campaign books should have an introductory adventure. No exceptions. If the publisher is running low on space they can always cut out a prestige class , race, or some of the new spells. But to not have an introductory adventure borders on the criminal to my mind. [/QUOTE]
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