(Yes, this
blog is still alive... sort of.) My local group of players had a really bad
experience with Warhammer Fantasy Roleplay – a mix of wrong expectations and
irrational preferences in my opinion. They find Warhammer Fantasy too absurd in
its “Grim-Dark-Humour” style of fantasy. They also can’t accept how the setting
is presented in the boardgames and videogames versus its presentation in the
tabletop RPGs. Another day, after hearing they complaining of Warhammer Fantasy
and it’s “Mohawk dwarves” for about an hour I said that the problem was that
they’re playing the wrong game: they wanted a game of dark fantasy, of higher
level and using classical themes (no British humor or Heavy Metal influence I
guess… but yes do please add more Tolkien). If such game was rooted in their
favorite RPG (d20 system) so much the better. In other words, they wanted to
play Midnight.
But that affirmation
brought up an entire different issue. You see, my players love to death games
like Pathfinder, D&D, Star Wars Saga etc., but they complain every time I
try to bring a dungeon-based or more “Old School” proposal to the table. They
say they want drama-laden and character-driven campaigns, where they can
develop their characters with agency and (cliché) grand backgrounds (where most
PCs are almost always candidates to lone wolves and you start to wander why in
the Nine Hells they are playing a tabletop cooperative game). In other words,
they’re hypocrites. But that’s normal… most of my groups pretend to play only
Storyteller or Drama System games, but relish combat and tactic encounter-based
games (mostly d20 System). It’s a conundrum I guess.
What I’m
trying to say is that they really wanted to play Midnight, but when a told them
that the setting is as much (or more) lethal than Dark Sun, they started
complaining again (yes, they’re a basically bunch of 25 year old teens).
So, I discovered
that I had to run a dark fantasy game where Evil is everywhere and characters
are deep and complex, facing dire challenges but not dying easily (like a TV
series). At first I just thought of adding Hero Point rules to Midnight (either
from Arcana Unearthed or Pathfinder) to avoid random deaths. I was already
using D&D 3.5 because Midnight 2nd is such a lovely game that I
really didn’t wanted to have to convert everything to other system. But I also
thought that just adding Hero Points was lazy, so I needed a more robust
mechanic.
The theme
of our Midnight campaign is ‘Hope & Shadow’ (because some eldritch rule
dictates that you must add ‘Shadow’ to anything related to Midnight J) and it deals with corruption and
the will to bring hope to place where it’s forsaken (you can see it as a
variant of Tolkien’s Long Defeat theme).
The game is
about the last survivors of a hidden village (the PCs) hunting down the orcs
that killed or slaved their loved ones. The motivation of the PCs is their
emotional link to those NPCs. Thus I created a mechanic around two metagame
pools – Hope Points and Shadow Points.
Hope Points
are used basically the “recharge” a PC. They reset a character – maximum hit
points; restored daily abilities; remove ability damage, drain and curses;
recover spell points etc. (to balance the fact that spellcasters get a greater
boost, I made Hope Points grant a Warrior/Rogue pool that can be used as
temporary bonus to certain actions). PCs only gain Hope Points from interacting
with special NPCs called Hearts.
Shadow
Points are basically your “Dark Side Points” and pack quite a punch. You can
use 1 Shadow Point to obtain “maximum effect” for 1 entire round – i.e. you’re
considered to roll the best number in all dices and to succeed in every action
(if deemed possible). Like an overpowered “Take 20”. Or you can use Shadow
Points to change the way the rules work (like the Arcana Unearthed’s Hero
Points). Shadow Points were made to be tempting and awesome. PCs gain Shadow
Points by destroying their relationship with their Hearts and by succumbing to
the Shadow (i.e. Izrador, the Dark God of Midnight). There’s a limit to how
much Shadow Points you can gain before being corrupted to Shadow (the limit is
a bit random, so players can’t guess it and abuse it… I’m testing 1d4+4 Shadow
Points rolled secretly).
There’re
other uses to both Hope and Shadow Points but I won’t get in the minutiae.
The
campaign must still run like a d20 traditional game, so I needed lots of encounters
dealing with survival, combat, exploration and such (besides classical Midnight
stuff like evading orc patrols, facing Legates, finding nexus etc.). But I also
needed to have character-driven and background-heavy scenes. So I structured
the game around a flashback/present frame.
Each
session a random player gets a flashback. In this flashback the PC interacts
with one of his 2 Hearts – a Heart is a NPCs chosen from that PC’s past
(defined during character creation). Each flashback is a short scene dealing with
a difficult moral choice or emotional conflict. If the PC manages to uplift and
give hope to their respective Heart, they come out of the scene with 1 Hope
Point. These flashback scenes are pure roleplaying experiences 90% of the time
(in Drama System you’d call them ‘dramatic scenes’). If the PC manages to
purposely hurt their relationship with their Heart, they can gain 1 Shadow
Point.
The
tactical element of that frame lies in the fact that a flashback can be invoked
anytime during the game session. So a PC can choose in the middle of a combat
to summon a flashback in order to gain 1 Hope/Shadow point and thus win (or
doom) the day.
Besides the
rolled flashback for a random player (which each player can only get once, then
the cycle starts over again), each PC can also invoke 1 flashback per character
level.
The final
limitation on flashback scenes is that only 2 such scenes can happen per game
session (otherwise the session becomes practically a solo game and the pacing
is ruined).
Besides
their 2 NPC Hearts, each PC must choose another PC to be their third Heart.
This last Heart works a bit differently. Each player decides a type of relation
between his PC and the other (love, brotherhood, apprenticeship or even envy or
more complex things like “the desire to push the PC to his limits and show his
potential”***). Basically, you have a responsibility to keep your 3rd
Heart going on, you have to instigate hope in him. If you can keep him for 1-2 game
sessions without suffering harmful conditions (like Dying, Confused, Panicked
etc.) or suffering curses, insanities (and other effects) you grant him 1 Hope
Point. However, if you can’t do it for 2-3 sessions, then YOU gain 1 Shadow
Point.
The idea is
to keep pressuring the party. You either gives Hope or fall to Shadow. Fighting
Izrador is hard for the spirit and I tried to reflect that (and the possibility
of falling like the Night Kings did) mechanically… We’re still in an our 4th
session the campaign has been an enriching experience for me in regard to game
designing.
***The
party’s channeler PC created this option for his 3rd Heart.
This is a really cool idea. I love the hope and shadow points, the corruption, the roleplaying scenarios to gain hope or shadow, and the restraints put on it to limit it in power balance and also game flow (not too many per session, etc).
ReplyDeleteMy only concern is a lot of pre-planning would be needed to create all the different flashback scenarios. In a TV episode the flashback normally pertains to the situation so that would require a lot of adhoc storytelling or a lot of planning to have enough hooks to fill out the flashbacks. If you have a large group I can see it get overwhelming.
I love Midnight and I think it's a good choice. You can also easily run it in 5e to make it more theater of the mind and quicker pace then d20 games can run.
Thank you! Actually, the planning part is easy. Most flashbacks are "fillers". For example: one of the PC has a Heart (his Tutor). This was the NPC that saved him from wilderness and trained him. Note, however, that all this happened in the past and we didn't defined how things ended between tutor and apprentice. The flashbacks fill this background gap (and yes, the idea is that eventually the PC and the NPC will meet in the "present" all those flashbacks will define how they'll interact).
ReplyDeleteThis style works better if you and the table are fine with the idea of vague backgrounds and that the important points between the PCs and their NPC Hearts will be defined during the game. Eventually the relationship between a PC and his NPC Hearts will be concluded. Once this happens, I'll probably introduce the NPC in the campaign "present" to close the history. This Midnight campaign was planned as relative short game.
Ow, the preparation part is easy because I just have to keep 1 flashback scene "in store" for each player. It isn't that hard as, at the best, there will be 2 flashbacks per game session.
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