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Tell me about Midnight
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<blockquote data-quote="Arrgh! Mark!" data-source="post: 3095269" data-attributes="member: 14559"><p>I and my group love midnight. </p><p></p><p>The difficulty as has been mentioned is maintaining the feeling of grim, gritty, hopelessness when heroes are effectively fighting stuff way too tough for them; as in, being very tough and cool. </p><p></p><p></p><p></p><p>The thing is, you have to really show the desperation of the NPC's. The heroism of the PC's is to allieviate that desperation. The goal as I see it is not to stymie the characters in their heroism but make their heroism seem much more important. </p><p></p><p>In the world of midnight there's a giant elven snow fortress called Autilar. In my campaign it had been taken by orcs; the majority of the 15 session campaign was finding out about this, travelling there, finding out important information about the place (secret tunnels) and so on. </p><p></p><p>Anyway, despite horrible odd's the PC's had to get in anyway. (evil ritual, you know the drill.) They had the option of going off on another, less dangerous adventure. (I suggest this. Let PC's have a way out that isn't just chickening out and rejecting the game.) But the PC's chose as a party to do the most good because if they didn't.. they wouldn't be heroes. </p><p></p><p></p><p>So anyway, Midnight can be a long term game. Sure, there's stacked odds - but any DM can stack the odds anyway he likes in any game. The idea is to let PC's try to find their epic hero-ness, not their greedy adventurer-ness. </p><p></p><p>Now, the dark god can never be toppled. But he can be driven back; in a time of guerilla warfare a team of powerful surgical strikes can be more damaging to a mass war effort than an army. </p><p></p><p>Some Midnight GMs may cry foul at me to say that Izrador can be driven back. I would attest it isn't easy but a party of heroes may well do it. The game itself says that the PC's are heroes, not just grubby, desperate refugees in a desolate realm. </p><p></p><p>Heroism shines more brightly in an encompassing shadow, after all.</p></blockquote><p></p>
[QUOTE="Arrgh! Mark!, post: 3095269, member: 14559"] I and my group love midnight. The difficulty as has been mentioned is maintaining the feeling of grim, gritty, hopelessness when heroes are effectively fighting stuff way too tough for them; as in, being very tough and cool. The thing is, you have to really show the desperation of the NPC's. The heroism of the PC's is to allieviate that desperation. The goal as I see it is not to stymie the characters in their heroism but make their heroism seem much more important. In the world of midnight there's a giant elven snow fortress called Autilar. In my campaign it had been taken by orcs; the majority of the 15 session campaign was finding out about this, travelling there, finding out important information about the place (secret tunnels) and so on. Anyway, despite horrible odd's the PC's had to get in anyway. (evil ritual, you know the drill.) They had the option of going off on another, less dangerous adventure. (I suggest this. Let PC's have a way out that isn't just chickening out and rejecting the game.) But the PC's chose as a party to do the most good because if they didn't.. they wouldn't be heroes. So anyway, Midnight can be a long term game. Sure, there's stacked odds - but any DM can stack the odds anyway he likes in any game. The idea is to let PC's try to find their epic hero-ness, not their greedy adventurer-ness. Now, the dark god can never be toppled. But he can be driven back; in a time of guerilla warfare a team of powerful surgical strikes can be more damaging to a mass war effort than an army. Some Midnight GMs may cry foul at me to say that Izrador can be driven back. I would attest it isn't easy but a party of heroes may well do it. The game itself says that the PC's are heroes, not just grubby, desperate refugees in a desolate realm. Heroism shines more brightly in an encompassing shadow, after all. [/QUOTE]
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