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Author Topic: New Guy, Is this thing on?  (Read 4185 times)
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Baron
Disembodied Spirits


Spell Energy / Taint +0/-0
Posts: 1


« on: January 27, 2017, 09:42:23 PM »

Hi, I'm a proud new owner of the Midnight products. I was pleased to find this site, but it appears to me that the downloads section is out of order. Can anyone help me out there?

I'm a 1st ed AD&D DM. I've started plane-hopping my party. I plan to move them to a setting, have them get into the thick of things, then abruptly get bounced out to another place. Incidentally leaving their current friends in the lurch. We'll travel the planes, somewhat like Time Bandits, and occasionally be returned to one of their prior stops in order for me to torment them with how badly they screwed up their friends when they left (even though they won't have any control over the plane-jumping).

My thought was to have them visit Middle Earth, get swept away, then eventually come back to Midnight and see that their absence allowed Sauron to conquer the world. So I'm wondering if anyone's already made all the correlations between the Midnight setting as written, and Tolkien's Middle Earth. If someone's already written this up, it would save me a lot of time.

Another thought is that I may start them out with a visit to Middle Earth in the 2nd Age, looking to the wonderful Age of Shadow game (a BRP folio book) for inspiration. On the other hand, I've got a lot of ground to cover with this plane-hopping thing anyway, so I probably won't make the extra stop.

The second issue is that I bowed out of the edition wars long ago, and d20 is not my game. Either 3.0 or 3.5, although a friend gave me the 3.0 core books when they first came out. I've found a post here, written by Shagrat, with some notes he made on using a more OSR-ish rules set with Midnight, but I'm wondering if someone has written up a direct conversion to either 1st ed, or even 2nd ed, AD&D. Again, to save me the trouble.

So that's my story. Think I can milk the air of despair from the Midnight books, and transfer that not only to Middle Earth, but to another rules set? Can you point me to where I can get any essential or helpful files, if the downloads section here is no more?

My final thought is that I might just do something separate where players begin a campaign on Middle Earth, then time-travel to a future where Sauron won. If I do it this way, I might use a BRP hack for Middle Earth, and would use that system with the Midnight material.

Anyway, if anyone's still here, I'd love to hear your thoughts. Thanks.
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Aurae
Heepa-Heepa


Spell Energy / Taint +0/-0
Gender: Female
Posts: 12



« Reply #1 on: January 28, 2017, 02:57:46 PM »

Hello and welcome. Smiley

I posted about the downloads section when I joined too. There's a thread on the matter here. I get the impression that it's only temporarily broken and will get fixed when someone finds a way/has time. I hope they're back up soon.

I've noticed the similarities between Midnight and a fallen Middle Earth too. I imagine it wouldn't be a huge leap to make it fit, though I've not tried myself. As for changing versions, I can't help you there, though I'm sure someone around here can!
« Last Edit: January 28, 2017, 05:08:41 PM by Aurae » Logged
Fenris
Heepa-Heepa


Spell Energy / Taint +3/-0
Posts: 35


« Reply #2 on: January 29, 2017, 03:17:45 AM »

For the ruleset, there is a conversion to 5e on the boards, which should be closer to AD&D
not aware of an AD&D conversion
If there is a lot of inspiration from Middle earth, Midnight is quite different too, Izrador is a mix between Morgoth and Sauron, and magic IS present. On middle earth, magic users are very very few in numbers, I think it's only the Maiar who can do any magic trick? On Midnight, everyone can learn magic, even if fireballs are a rare occurence. You would have to rework a lot of things
My advice would be to stick to Midnight, make them play before the Shadow, so you're in the mood of MERP, but in Midnight world, and the you switch to "regular" Midnight. Also note the Veil may be a problem  for plane-hoping, but you can always find a way around for mere mortals I guess Wink

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orien45
Heepa-Heepa


Spell Energy / Taint +1/-0
Gender: Male
Posts: 43


« Reply #3 on: February 02, 2017, 10:45:49 AM »

Welcome!

I was a staunch advocate of AD&D when 3rd edition was released. Then I discovered that characters actually had Skills!! (What passed for skill rolls in DnD was... no)

And the addition of Feats was a stroke of genius.

I do miss the DM determining combat movement, though.
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Wil_Upchurch
Heepa-Heepa


Spell Energy / Taint +1/-1
Gender: Male
Posts: 33



« Reply #4 on: February 24, 2017, 01:10:23 AM »

For the ruleset, there is a conversion to 5e on the boards, which should be closer to AD&D
not aware of an AD&D conversion
If there is a lot of inspiration from Middle earth, Midnight is quite different too, Izrador is a mix between Morgoth and Sauron, and magic IS present. On middle earth, magic users are very very few in numbers, I think it's only the Maiar who can do any magic trick? On Midnight, everyone can learn magic, even if fireballs are a rare occurence. You would have to rework a lot of things
My advice would be to stick to Midnight, make them play before the Shadow, so you're in the mood of MERP, but in Midnight world, and the you switch to "regular" Midnight. Also note the Veil may be a problem  for plane-hoping, but you can always find a way around for mere mortals I guess Wink



Good points all around, Fenris, particularly timehopping between eras. You could run one adventure set during each of the wars, and, as long as everyone was cool with it, you could make them significant failures each time (you could have fun designing the nastiest, most surprising, most enjoyable TPK's and get praised for it!). You could even create a metaplot that showed how each of these failures was instrumental in the Shadow's ultimate victory, even though in the short term the forces of good always seem to be beating back those of Izrador. Then, for a fun and Midnighty reversal, you could have them succeed gloriously in their final "historical" adventure, yet show how it was all for naught as the land darkens and the legates rise to power. THAT should have them chomping at the bit to play the "present day" campaign, because they already know what it's like to taste the kinds of poisoned victories Midnight substitutes for the standard treasure room. Wink
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It's been 100 years since the Shadow fell...

"Damn, that's so lame, why are writers all lazy. It's always 100 years this, 100 years that. Why can't it be 62 years, or 137 years?"
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