A downloadable game

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The 17th century was rich in interesting events, political intrigues, bloody wars, and sea voyages. This book is a gateway to this fascinating period of history.

The game mechanics are unique, but somewhat reminiscent of a synthesis of Fate Core and Year Zero Engine.

  1. Political adventure. Playing secret conspiracies and political intrigues during the times of Louis XIII and Cardinal Richelieu (reference: "D'Artagnan and Three Musketeers"). However, the action can take place not only in France. The events of those years in Spain and Flanders ("The Adventures of Captain Alatriste") are no less interesting. The English Revolution of 1640-1660 also offers a great scope for creativity.
  2. Military drama. Playing in battles and combat operations, in the daily life of soldiers. Blood, mud, diseases, suffering, and horrors of the era of the Thirty Years' War (1618-1648) or other numerous conflicts of the considered period.
  3. Sea voyages. Exploration and discoveries. There were still quite a few blank spots in the 17th-century world. For instance, New Zealand was discovered (but not explored) only in 1642. Perhaps your characters were just participants in the expedition of the Dutchman Abel Tasman?
  4. Pirate adventure. The adventures of pirates hardly need additional recommendations and explanations (reference: "Captain Blood's Odyssey" and his subsequent adventures). Choose for yourself whether it's more interesting for you to pirate or, conversely, to protect caravans of trading companies from them. Or maybe be somewhere in the middle, possessing a letter of marque?
  5. Colonizers. The settling of the New World by European settlers, contact with Indian tribes and learning their culture, the migration of Puritans to North America (1620-1640) and other plots of the wild frontier. Also, read about the Beaver Wars between the French and Iroquois, which began in the 1640s and stretched for more than half a century.

If "dry history" is not enough for you, you can spice it up with fantastic assumptions. For example:

  1. Vampires. The theme of "aristocratic" vampires fits perfectly into the chosen setting. Atmosphere of old castles, ghosts, family curses, ancestral crypts... Dracula and Van Helsing... Of course, if you don't like solemnity and pathos, you can choose rural cemeteries, make vampires not aesthetes but bloodthirsty savage ghouls, and instead of ghosts of countesses throw in players drowned miller's daughters. Recall the horror stories of Nikolai Gogol and carefully combine them with the adventures of musketeers - it should turn out something distinctive and exciting.
  2. Werewolves. Just remember the story of the Beast of Gévaudan and transfer it a century earlier.
  3. Sea monsters. Surely someone thinks that monsters from the depths can harm a game about pirates? Scenes with a giant octopus, sea serpent, kraken, and leviathan can be truly impressive. Dare!
  4. Ancient ruins. Exploration of cities, temples, dungeons, abandoned in jungles, on mountain ridges, underwater. Mysterious civilizations, much older than all known to historical science. And, of course, mysterious artifacts. Perhaps they have not only artistic and commercial value but also special properties, truly supernatural and amazing.
  5. Secrets of the natives. Mystical practices and rituals of the Indians, terrible magic of the African continent, wonders of Tibet - all this can be introduced into our game. If desired, the rituals of "savages" can gain real power: bring back the dead (or at least raise a zombie), swap consciousness, poison or enlighten the soul and mind, and much more.

Purchase

Buy Now$6.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $6.99 USD. You will get access to the following files:

ENG ALL 01.pdf 11 MB