Rating: [ 6.3 / 10.00 ]
Game Info
| |||||||||||||||||||
![]() | Game Summary | [ Edit Main Info ] |
The blurb for a fictional movie producer selling the rights to Midnight might be "like Lord of the Rings, except Sauron won". The disembodied god Izrador is the Sauron-analog, and the starting point for the setting is one hundred years after his orc hordes, led by evil priests and the Nazgūl equivalents known as the Night Kings, swept from the north conquered the human lands. The humans are divided into the Dorn (Celtic/Viking barbaric analogs) and the Sarcosan (Arabic-style civilized horse-lovers) and the cosmopolitan mixed-breed Erenlanders in the middle. The halflings are enslaved or ignored, the barge-dwelling gnomes have become collaborators, and mountain fastnesses of the besieged dwarves are falling one by one. A massive campaign is encroaching even further on the one remaining free nation, the forest of the elves. There is no hope of winning, only enduring. Even the dead are restless, and rise to hunt the living.
Uses several modifications to the standard d20 rules. There are no PC clerics, the paladin is nonexistent, the arcane spellcasting classes are replaced a single class that uses a spell-point system, and the monk and ranger counterparts are less inherently magical. Magic items are hunted down by the evil priests and their magic-detecting servants, so the golf bag is replaced with herbalism (minor buffs), the rare convenant item (items with several abilities that grow in power with their wielder), and heroic paths (which grant PCs a new power every time they increase in level).
Uses several modifications to the standard d20 rules. There are no PC clerics, the paladin is nonexistent, the arcane spellcasting classes are replaced a single class that uses a spell-point system, and the monk and ranger counterparts are less inherently magical. Magic items are hunted down by the evil priests and their magic-detecting servants, so the golf bag is replaced with herbalism (minor buffs), the rare convenant item (items with several abilities that grow in power with their wielder), and heroic paths (which grant PCs a new power every time they increase in level).
Notes on Editions
There are 2 editions of Midnight. Click on an individual title, below, for more information on that edition.Game Editions | [ Add Edition ] |
Game Contents | [ Add Existing Content | Add New Content ] |
All RPGnet Reviews | [ See 1 Reviews | See 2 Magazine Reviews | Link 1 Possible Reviews ] |
| Rating | User | Summary |
| 5 + 5 | Jeff Wrbelis | Midnight. Like Frosted Flakes...it's g-r-r-r-r-r-r-eatttttttt [ Read Review ] |
All User Comments | [ See 11 Ratings | See 2 Comments | Add Rating ] |
| Rating | User | Comments |
| 9 / 10 | The Scribbler | A great adjustment of the basic D20 rules for a distinct and flavorful setting, with a heavy helping of Tolkien-gone-wrong. A world where evil has won and good must be strong, relentless, and determined in spite of completely overwhelming odds. New magic, new advantages, new dangers, good layout, and appropriate art push this book to the top of the heap. |
Your Thoughts |
