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Old 07-16-2008, 10:47 PM   #11
synistar
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Default Re: Gurps Midnight

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Originally Posted by Gold & Appel Inc
That does sound pretty grim, but I'm still not seeing the necromancy connection honestly. Why not do global aspecting of Chaos vs Order or Good vs Evil if a single evil chaos god has given the other deities the boot? ...
I have not gotten around to the magic system yet. The previous author created a modified version of the standard 3E GURPS magic system. I may leave it mostly as is or try a different tack (after I get Thaumatology). I'm also currently re-reading the Midnight core book so we'll see what bubbles up to the top.
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Old 07-17-2008, 04:49 PM   #12
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Default Re: Gurps Midnight

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Originally Posted by Gold & Appel Inc
That does sound pretty grim, but I'm still not seeing the necromancy connection honestly.
IIRC, and its been a while since I looked through the Midnight setting books, the necromancy thing is both another aspect of the big evil god, he isn't purely chaos, and a result of the whole "gods cutting him off from heaven" thing. I think it was that because the divine "no getting into heaven" thing existed the souls of others couldn't leave, and thus undead were both easier to create deliberately and often would spontaneously form.

Each culture had its own means of dealing with the fact that Uncle Joe's corpse might just randomly rise and start attacking people. Dwarves built tombs that included extremely heavy rocks holding down all corpses, lots of others got massively into cremation, and I think I remember that the halflings, who were pretty much all enslaved by the orcs, took a weird pride in spite of slavery thing and, since the orcs ate them anyway, took special care to cook their fallen loved ones especially well.

And, finally one of the major long term secret bits was that the big evil god was slowly leeching out all magic, life, etc from the planet in order to fuel his giant breakout from his prison, and a horde of undead minions helps with the whole destroy the planet goal.
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Old 07-20-2008, 02:53 PM   #13
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Default Re: Gurps Midnight

Glad to see this thread.

Midnight (FFG) is mostly a great setting, worth of being played with GURPS. Myself bought it along with some of its sourcebooks.

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Old 12-22-2008, 09:12 PM   #14
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I am just bumping/necro-ing this because I do plan to get back to work on this over the holidays. I finally got Thaumatology and will be posting some more bits soon.
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Old 12-23-2008, 11:02 AM   #15
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Default Re: Gurps Midnight

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Gotcha.



That does sound pretty grim, but I'm still not seeing the necromancy connection honestly.
It's a consequence of how Izzy locked the other gods out of the world- the barrier also prevents the souls of dead things from going on to the appropriate outer-planar destination. When a soul can't get to paradise, they tend to return to the body (not always, but often enough to be a problem), essentially resulting in spontaneous zombies. Except they're not mindless (at first), and they do decompose, eventually rendering them feral.

Then there's the sacrifice of sentient beings, the draining of mana to feed Izzy's power, etc. As gods go, the Midnight BBEG isn't far off being a mana vampire.

It's a pretty grim setting.

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Why not do global aspecting of Chaos vs Order or Good vs Evil if a single evil chaos god has given the other deities the boot?
Izzy isn't chaotic. On the D&D alignment scale, he's Lawful Evil. .
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Old 12-23-2008, 01:38 PM   #16
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Default Re: Gurps Midnight

This being GURPS one could run short campaign involving some Special Ops guys from our world ending up in the world of Midnight through some kind of pan-dimensional hiccup.

Think of the possibilities!!!!
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Old 12-24-2008, 09:47 AM   #17
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Default Re: Gurps Midnight

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Originally Posted by synistar
I am just bumping/necro-ing this because I do plan to get back to work on this over the holidays. I finally got Thaumatology and will be posting some more bits soon.
Interesting. A functional conversion of the Midnight setting for GURPS 4e would be great.

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Originally Posted by DoctorRomulus
This being GURPS one could run short campaign involving some Special Ops guys from our world ending up in the world of Midnight through some kind of pan-dimensional hiccup.

Think of the possibilities!!!!
Izrador's alterations in the cosmos because the Sundering make impossible to achieve any sort of "'planar' travel" (Fantasy). For the same token, "Interdimensional travel" (mostly Sci-Fi) would be equally banned too, if it was ever considered in this (dark) Fantasy setting.

This said, I always liked the Midnight setting. One of their great assets is its good measure of intrinsic coherence, what makes it suitable for some serious gaming.
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Old 12-24-2008, 01:20 PM   #18
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Default Re: Gurps Midnight

I have to echo everyone elses sentiments. I ran a long (looong) campaign using elements form Midnight pasted on to my own setting. Fantastic fantastic fantastic.

But yeah...if SpecOps guys ended up in Eredane (which in itself is unlikely-bordering-on-impossible), the Legates would have them for lunch. They would certainly run out of bullets before the Legates ran out orcs. Then they'd be done for.

The only real functional way would be to bend the metaphysics of the setting a bit to let them get *in*...but they wouldn't ever be able to leave.
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Old 09-03-2010, 03:33 PM   #19
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Default Re: Gurps Midnight

I know this thread is from two years ago, but I've put a bunch of posts with my GURPS Midnight conversions on my blog. Enjoy!

GURPS Midnight conversion
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Old 09-11-2010, 04:44 PM   #20
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Default Re: Gurps Midnight

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I know this thread is from two years ago, but I've put a bunch of posts with my GURPS Midnight conversions on my blog. Enjoy!

GURPS Midnight conversion
Hey, that's great work! Really. Midnight is Great setting for GURPS! I'm linking your page.
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