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Against the Shadow
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Midnight & RPGs
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GM's Corner
(Moderators:
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New to the World of Midnight: GM Advice welcome
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Topic: New to the World of Midnight: GM Advice welcome (Read 2956 times)
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TelMithrim
Disembodied Spirits
Spell Energy / Taint +0/-0
Posts: 2
New to the World of Midnight: GM Advice welcome
«
on:
October 08, 2013, 01:48:29 PM »
Greetings,
I am new to running campaigns in the world of the Midnight RPG, but not new to gaming. Am planning to adapt the world to GURPS 4th Edition.
The PC's are mostly going to be built around some military type (Ranger/Warrior) sent to a region to organize resistance against the forces of Evil operating in the area.
Unlike the default campaign setting, my campaign is likely to be a bit more tolerant of Rebels and Outlaws.
I'm wondering a few things.
Any advice on a suitable setting ? One of the PC's is playing a Ranger Type who has been sent with weapons and a mandate to start an organized resistance in some area. Sort of a "Robin Hood against the armies of darkness" type of campaign. Ideally, a location that seems a bit more like Dark Ages/Early Middle ages England would be great, but am open to suggestions.
Are there any locations on the map well suited to this sort of campaign? Close to Baden's Bluff strikes me as appropriate, if not at least nominally amenable to getting weapons and supplies.
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Doomed Hero
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Re: New to the World of Midnight: GM Advice welcome
«
Reply #1 on:
October 08, 2013, 05:15:21 PM »
Baden's Bluff is more like Berlin during the height of the cold war. It's a hive of intrigue where most people aren't sure exactly what side anyone else is on. There's lots of shadow deals, assassinations and double crossing, but not very much blatant resistance.
You might look up Roland's Raiders, who operate out of the north-west. They are pretty much exactly what you have in mind.
Roland might be looking to start other resistance cells as a loose network, sending your PCs either further north or further east.
North puts you into the orclands in harsh climates populated by warring orc tribes and extremely downtrodden Dorns.
East puts you along the coastline where the Shadow ships arms, armor and troops across the Sea of Peluria. Lots of overworked fishing villages, salt mines and labor camps in that area.
«
Last Edit: October 08, 2013, 05:19:38 PM by Doomed Hero
»
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TelMithrim
Disembodied Spirits
Spell Energy / Taint +0/-0
Posts: 2
Re: New to the World of Midnight: GM Advice welcome
«
Reply #2 on:
October 08, 2013, 10:07:38 PM »
It looks as if Roland's Raiders are the most likely sponsoring group. I'll look at a suitable campaign entry point in proximity to the North West. Thanks!
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Bzook
Heepa-Heepa
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Posts: 12
Re: New to the World of Midnight: GM Advice welcome
«
Reply #3 on:
October 15, 2013, 02:54:51 AM »
Quote from: TelMithrim on October 08, 2013, 10:07:38 PM
It looks as if Roland's Raiders are the most likely sponsoring group. I'll look at a suitable campaign entry point in proximity to the North West. Thanks!
Or, since Roland's raiders operation range is north west, why can't we imagine that the players are sent to Kladrunes, (unlike you really want to play in wooden areas) there is quite some potential to create an organized resistance with humans + dwarfs.
Just my 2 cents because as a GM, I never played there
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Luiniel Blades
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"Inch towards daylight"
Re: New to the World of Midnight: GM Advice welcome
«
Reply #4 on:
October 15, 2013, 08:07:40 PM »
You could also try the Sarcosan free riders in the southeast near Alvedara and Hallisport. Another good spot is the Forest of the Sahi, where the Sahi astrologers are set up.
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Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
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Against the Shadow
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GM's Corner
(Moderators:
Bleak Knight
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Glacialis
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New to the World of Midnight: GM Advice welcome
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