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Rant: Midnight Gone Wrong...
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<blockquote data-quote="Kae'Yoss" data-source="post: 1984891" data-attributes="member: 4134"><p>If I get this right, the campaign is screwed up. Throw it away and start anew. Too much bad feeling in that one.</p><p></p><p>Some of my points (in addition to those the others have said)</p><p></p><p>Midnight is supposed to be a bleak setting, a setting where you know you'll fail ultimately. But it's not a setting where you cannot achieve anything. Actually, the heroes in midnight are extremely powerful (but that's in part to make up for all the magic items you don't get).</p><p></p><p>I think that there should be fights you can win. Not all of them, mind. There should always be enemies that you should be supposed to avoid. Like that whole battalion of orcs. But it shouldn't be something you only learn when you have started trading blows, for that is too late: once they find some resistance, they're going to destroy it, and they won't stop till they succeeded in the name of Izrador. And they have just seen you personally, so they know how you look. And they saw you running, so they have a pretty good idea where you are. That's just something you might get out of once or twice, but not every single encounter.</p><p></p><p></p><p></p><p>Then there's that thing about importet adventure: The way you describe it, he didn't think a second before he did this. Midnight is not compatible to your average D&D module. You must put it through a lot of modifications before it reflects the flair of Midnight (knowledge and magic are forbidden on pain of death, evil reigns supreme, magic words differently, magic items are extremely rare, people might not help you, there is no such thing as a hard currency, and so on).</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1984891, member: 4134"] If I get this right, the campaign is screwed up. Throw it away and start anew. Too much bad feeling in that one. Some of my points (in addition to those the others have said) Midnight is supposed to be a bleak setting, a setting where you know you'll fail ultimately. But it's not a setting where you cannot achieve anything. Actually, the heroes in midnight are extremely powerful (but that's in part to make up for all the magic items you don't get). I think that there should be fights you can win. Not all of them, mind. There should always be enemies that you should be supposed to avoid. Like that whole battalion of orcs. But it shouldn't be something you only learn when you have started trading blows, for that is too late: once they find some resistance, they're going to destroy it, and they won't stop till they succeeded in the name of Izrador. And they have just seen you personally, so they know how you look. And they saw you running, so they have a pretty good idea where you are. That's just something you might get out of once or twice, but not every single encounter. Then there's that thing about importet adventure: The way you describe it, he didn't think a second before he did this. Midnight is not compatible to your average D&D module. You must put it through a lot of modifications before it reflects the flair of Midnight (knowledge and magic are forbidden on pain of death, evil reigns supreme, magic words differently, magic items are extremely rare, people might not help you, there is no such thing as a hard currency, and so on). [/QUOTE]
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