So, tell me about Midnight...

KnowTheToe said:
I don't know about MaxKaladin, but I just ordered it. This after I vowed no more new settings. I don't blame PC for this one. I blame Ashrem Bayle.
One of my players has a copy and he's going to bring it to this weekend's game for me to look at. I'll make a decision after that.
 

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KnowTheToe said:
I don't know about MaxKaladin, but I just ordered it. This after I vowed no more new settings. I don't blame PC for this one. I blame Ashrem Bayle.

YES! Score another win for the Shadow!

Seriously though, I've never been impressed with published campaign settings either. I always retool them to fit my gaming group.

Midnight has not been touched. I'm using the setting precisely as is, but with a few more tweaks to the d20 rules to better simulate the world of Midnight.

Best campaign setting EVAR!

I'll be expecting to see you registered on www.againsttheshadow.org soon. :)
 



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... :rolleyes:
 

Wombat said:
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."

Thats really up to the DM. For one, the players don't have to know they don't have a chance. And besides, you can do with it what you will. I know more than one DM who plans to end the campaign with Izrador's defeat.

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.

One of the beutiful things about Midnight is that the focus is on the CHARACTERS and not their equipment. The Heroic Paths solve the level of power problem and still focus on the characters. You'll also find the Heroic Paths to be a nice addition, but they still aren't as powerful as to fully replace the D&D tandard level of magic.

I've personally never had a problem with the Paths being restrictive. There is plenty of other options out there for your characters.

It's not like many people will have the same heroic path. If your character is a Juggernaut, he is likely the only one in the world. I forbid any two players to take the same Path.
 

KnowTheToe said:
Done.

My copy shipped today.

I read through your game logs. So far it is excellent. You definitely get the feel of a cold gritty world. I hope I have the book by Friday.

Thank you. :) Hope you enjoy the setting as much as I have.
 

KnowTheToe said:
Done. My copy shipped today. I read through your game logs. So far it is excellent. You definitely get the feel of a cold gritty world. I hope I have the book by Friday.

I have to admit that it was the game logs by Ashrem, SJE and Tokiwong (my apologies if I have forgotten someone... I'll edit it any other names ASAP) that caused me to buy the three books I have (still waiting on Minions of Shadow to arrive here in Oz) and I am very glad that I did.

I am planning for a more "hopeful" campaign... but only after establishing a proper level of despair. I am also hoping to make this more story focussed than some of my other campaigns and plan to use something like Joseph Campbell's, "Hero with a Thousand Faces", to generate an epic story arc. Of course, that means it will probably end up something like the fantasy equivalent of Star Wars but hopefully I can injext enough originality into it that it doesn't just come across as rank plagiarism.

Cheers
D
 

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