Horror
The world is a bleak and unforgiving place, teetering on the edge of oblivion. The end draws near, and darkness looms large. Twisted, nightmarish creatures prowl in the shadows, while alien beings, cloaked in human skin, infiltrate society with sinister intent. Insanity festers in every corner, with deranged cultists lurking everywhere, eager to spread chaos. Horror is not just an element of this world; it is its very essence.
The monsters here are grotesque abominations, alien in origin and repulsive in form. They are a corruption of nature and life, their appearances, behaviors, and abilities meant to instill fear and dread. Mortals, in their desperation, descends into depravity—people mutilate themselves and others to satisfy dark desires or gain forbidden power. Survival often demands the sacrifice of morality.
Governments are no saviors in this doomed world; they exploit and oppress, driven by hidden agendas that lead only to despair. Secret organizations pull the strings behind the scenes, manipulating events to bring about their own tragic ends. Dungeon Masters are encouraged to fully embrace the horror and suspense, making them an integral part of every experience.
Nationalism
In The Last Night, ideals and national pride are paramount. In this world, race, gender, and other individual identities aren't center stage and are less important than the greater question: Where do your loyalties lie? What do you stand for? Nations are fierce in their adherence to their ideals, traditions, and sense of pride, expecting every citizen to embody and uphold these values through their actions and intentions.
The major countries are rigid, each in its own way, with some enforcing their societal norms with brutal efficiency. Politics permeates every aspect of life, with the world perpetually teetering on the brink of war, driven by the ever-present tension between nations. A core theme of the setting is the challenge of cooperating with those you are not expected to align with—often, survival depends on it.Players are encouraged to hail from different nations, bringing a rich tapestry of diverse ideas, perspectives, and agendas to the table. This diversity fuels both conflict and cooperation, driving the narrative and deepening the experience.
Magic is Unsettling
The power to bend reality with a mere thought and gesture is unsettling, strange, and comes at a steep cost. Those who have mastered magical abilities didn’t gain their knowledge from mere study; they were touched by something far more disturbing. This power stems from contact with an impression—a point of energy in space and time, left behind by a supernatural entity, an alien mind, or the convergence of intense emotions or momentous deeds from the past. Such encounters warp the mind, leaving it frayed, confused, and often irreparably damaged.
Those who manage to return from the brink of madness with their sanity partially intact discover they can perform the impossible—ignite flames with a thought, delve into the minds of others, defy gravity, or vanish from sight. Magic in this world is not just a tool; it is a disturbing force, akin to the dark powers wielded by witches, vampires, monsters, and other unnatural beings.
Though the mechanics of spells remain unchanged, players and Dungeon Masters are encouraged to emphasize the eerie and unsettling nature of magic. Instead of casting a fireball with a dramatic flourish, a sorcerer might speak in a voice not their own, pointing at their enemies as flames materialize out of nothingness, consuming their foes. Creativity in portraying spells and supernatural abilities should evoke a sense of otherworldliness and dread, making magic feel truly alien and terrifying.
Combat is Deadly
In The Last Night, the thrill of the game lies in its unforgiving combat and challenging encounters. Every foe is meticulously crafted for the setting, armed with formidable abilities that can turn the tide of battle in an instant. Many creatures and enemies are not just powerful—they are relentless, utilizing bonus actions, reactions, and devastating attacks that can cripple or kill with ease. Players should brace for significant challenges, where teamwork, resource management, and tactical planning are not just advantageous but essential for survival. Victory doesn't always mean total annihilation of the enemy. Sometimes, the wisest course of action is to retreat and live to fight another day.
The most lethal adversaries are cunning, resilient, and ruthless. It's not uncommon to face the same monster multiple times across different encounters, with battles often ending in a draw, forcing players to regroup and rethink their strategies. A key element of the setting's appeal is the process of learning about enemies through skill checks made during combat, gradually building a codex of foes that can be referenced in future battles. The world offers a wealth of potions, bombs, poisons, magical and technological items, and other boons that add layers of strategy to combat, making each encounter both fun and challenging. Players who persevere and make the necessary sacrifices will be rewarded with hard-earned victories and a profound sense of accomplishment.
Stay Sane
In The Last Night, players must contend not only with physical threats but also with the erosion of their minds. Each character has a Sanity score ranging from 0 to 20, starting most campaigns at a precarious 10. It’s up to the players to maintain their grip on reality as they face the horrors of the world. Sanity functions like other attributes, complete with modifiers, and can be rolled as an ability check or saving throw. However, unlike other attributes, Sanity is volatile, fluctuating frequently—sometimes multiple times within a single session.
Sanity is lost when characters witness unspeakable horrors, are consumed by despair or grief, fail to save innocent lives, or grapple with moral dilemmas. Certain monsters and enemies even have abilities that drain Sanity directly. Restoring Sanity requires actions that inspire hope—selfless deeds, aiding those in need, taking time to rest and reflect, or any act that brings a semblance of normalcy back to the character’s life. While Sanity can exceed 10, achieving this is a rare and difficult feat in a world so rife with terror.
Fighting to stay sane is often more critical than preserving hit points. When a character’s Sanity drops to 0, they lose themselves entirely, becoming an NPC permanently. As Sanity declines, even mundane tasks become increasingly challenging, and characters may face crises that require roleplaying to resolve. Sanity should be a recurring theme throughout sessions, with the Dungeon Master frequently invoking it to heighten tension and immerse players in the psychological struggle that defines The Last Night.