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Help with 17th century Europe adventure plots!
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<blockquote data-quote="Celebrim" data-source="post: 6300303" data-attributes="member: 4937"><p>Read 'The Baroque Cycle' by Neil Stephenson. Also, the early Dumas novels such as 'The Three Musketeers' and 'The Count of Monte Christo' are set close to the right period.</p><p></p><p>Also, many episodes of 'The Wild Wild West' have the same sort of overlap between the arcane and esoteric science.</p><p></p><p>What you are going for is I think going to be very hard to pull off. A 17th century person might buy it, but your players will very quickly catch on. You are going to have a hard time keeping within two very delicate lines - believable 17th century science and supernatural horror.</p><p></p><p>For example, in the 17th century, someone who had sufficient understanding of magnetism and electricity to build very basic electrical devices would almost certainly been understood to be a wizard by people living in the 17th century. But the players will very quickly recognize any electrical device made by your 'wizard', and understand him to belong to the 'mad scientist' trope.</p><p></p><p>But anyway, an idea:</p><p></p><p>A monster is rampaging through the French countryside near the new royal residence at Versailles (1664 or later). It's described as an 8' tall hairy demon. The players may expect a great ape, and in a sense they'll be right. The monster is a Sasquatch, a northern American ape of surprising intelligence which will soon be extinct. The ape was captured by an explorer of New France and presented to a highly placed member of the royal court who is also a zoologist. Tracing the rampage back to its source and revealing the connection could make powerful enemies.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6300303, member: 4937"] Read 'The Baroque Cycle' by Neil Stephenson. Also, the early Dumas novels such as 'The Three Musketeers' and 'The Count of Monte Christo' are set close to the right period. Also, many episodes of 'The Wild Wild West' have the same sort of overlap between the arcane and esoteric science. What you are going for is I think going to be very hard to pull off. A 17th century person might buy it, but your players will very quickly catch on. You are going to have a hard time keeping within two very delicate lines - believable 17th century science and supernatural horror. For example, in the 17th century, someone who had sufficient understanding of magnetism and electricity to build very basic electrical devices would almost certainly been understood to be a wizard by people living in the 17th century. But the players will very quickly recognize any electrical device made by your 'wizard', and understand him to belong to the 'mad scientist' trope. But anyway, an idea: A monster is rampaging through the French countryside near the new royal residence at Versailles (1664 or later). It's described as an 8' tall hairy demon. The players may expect a great ape, and in a sense they'll be right. The monster is a Sasquatch, a northern American ape of surprising intelligence which will soon be extinct. The ape was captured by an explorer of New France and presented to a highly placed member of the royal court who is also a zoologist. Tracing the rampage back to its source and revealing the connection could make powerful enemies. [/QUOTE]
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