I think I might be able to catch up a bit on writing about the books I’ve been reading. The problems with my blog meant I fell behind, and then I was busy with work. However, today is a public holiday here (Spring Equinox), so I have no students, and my other work went well this morning, so I’m finished very early.
So: Midnight, Second Edition. This is a setting for d20 (Dungeons and Dragons, basically) that can be summed up in two words: “Sauron won”. It is a hundred years after the Dark Lord won the final battle against the forces of good, and you get to play the resistance.
The setting is Tolkienesque, as it really has to be to work. The basic idea, after all, is that the thing you can absolutely rely on in Tolkienesque fantasy didn’t happen. The elves are perhaps the most reminiscent of the Lord of the Rings, bringing Galadriel and Lothlorien irresistably to mind. The dwarfs are also a lot like Tolkien’s. The humans and other races, however, are rather different. The Dark Lord (called Izrador) is served by armies of orcs, but also has human priests.
Characters themselves are made rather more powerful than they are in standard d20 games, unless they are spellcasters, in which case they are weaker, particularly at high levels. In addition, there are few magic items, and treasure means food or tools, not gold or gems. This makes the basic experience very different from standard D&D, and, probably not accidentally, rather more like The Lord of the Rings.
And that brings me to the only real weakness with the setting book: it is not quite clear enough how you should run adventures in the setting. Overthrowing Izrador is explicitly beyond the scope of the game, reasonably enough. In the setting, holding the line against him is the best that has ever been achieved. The book is not clear on what could be achieved, however. Could the PCs reasonably hope to liberate a city and hold it against the armies of the Dark God? Unite the dwarfs? Destroy the great tower of Theros Obsidia, the fortress where Izrador’s presence manifests? Kill one of the Night Kings, the four dread lieutenants of Izrador? The guidelines do say that it is important to keep hope alive, but don’t make it clear what the designers envisage you hoping for.
I have the first edition as well, and the second edition does spend more time on this topic, but it still isn’t enough, in my opinion.
Of course, I can make my own decisions. Personally, I’d let a group of player characters achieve any of the things on the list above, although I probably wouldn’t let one group achieve all of them. The setting does provide lots of places where adventure can happen, and in that respect it’s an excellent piece of work. It also covers a wide range of possible styles of play; it’s even possible to get away from the constant threat of Izrador and play more “classic” adventures, although doing that all the time would rather miss the point.
Overall, then, I can recommend this book. It does what it sets out to do very well, and the only flaw is one that any competent GM can easily rectify.