Scope
The motivation behind building Musketeers
To make a game of swashbuckling action, mixing in a little magic and campiness into a fun narrative based on the players backstory and the story that emerges.
The goal of the project
A great emergent story made from the decisions of the characters. I want the players to feel like they are inside a swashbuckling story where they can do anything they want.
Musketeers's Unique Selling point
An alternative history of France. Basically a Musketeer story but without the restraints and detail of a Dumas novel.
Theme
Genre
Swashbuckling, low magic alternative history.
Reader Experience
Gritty, the action should be fast, with a very real danger to the characters that they may die but not unnecessarily unfair.
Reader Tone
Dark. Outside the city there are things that can kill you quickly. Inside the city there are things that'll kill you slowly. And sometimes, just sometimes there is hope.
Recurring Themes
Actions have Consequences.
Magic is Real.
You can die quickly.
Character Agency
As Musketeers they are closer to the King and his advisors, they have the power to shape the world significantly later on but in the beginning they do as they're told by superiors.
Focus
Military Influence
Class Relations
Drama
The War with Spain - How does it affect ordinary people and the players in society.
There are plots everywhere. The King will always be in danger. Can the Musketeers stop it.
Magic is real.
The lower classes are not happy.