I have a very mixed attitude towards
Midnight.
On the one hand a grim campaign against an overwhelming dark god doesn't sound too bad, but I dislike the lines and variants throughout the book to the effect of "There is no way to defeat the Big Bad. Period. Too bad, so sad." I don't know about others, but if I were faced with such a vision I would say, "Well, since I can't really effect matters in any significant way, why bother to play? The world is doomed whether I act or not."
I also like the concept of a low-magic game; equally I find the Hero Paths quite an interesting concept, but in the end aren't the Hero Paths self-defeating? Ultimately what they do is give you the effects of magical items without handing you physical magical items. In other words, in the end it's a wash. The Paths also force charcters to develop along a given line and never alter -- once a Juggernaut, always a Juggernaut.
Obviously a lot of thought and care has gone into the setting. I love the thought of characters starting out as heroes, rather than "working into the role". I love the shattered economy and the notion that players have to hide their heroism for a while until they can gather a faithful band. But if I were going to run the game I would massively tone down the Hero Paths and leave open the possibility that they could (eventually, even if
they don't necessarily do it themselves) defeat the Big Bad and/or re-establish contact with the gods.
Otherwise the game becomes just pointlessly grim.
If I want
that level of angst, I'll just pick up a Pale Puppy game...
