I recently watched The Devils Director's Cut (1971) and was instantly obsessed. It felt so moving and awesome to me.
In The Devils, Oliver Reed is the most sexy man that's ever existed (followed by Yanni). Here is a picture of him in that film.
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| Oliver Reed as the priest Urbain Grandier |
That's not what this blog post is about. It's just a setup to explain why I watched Three Musketeers (1973).
Y'see, I wanted to watch more movies where Oliver Reed was sexy. So my partner and I chose a film that both had Oliver Reed and Christopher Lee (one of their big crushes). A win/win.
(Funnily enough, both films were set in the same time period and featured Louis XIII and Cardinal Richelieu as characters.)
Friends, what I found wasn't just smoldering mustache machismo, but a fun (and funny!) romp. It felt really inspirational for RPGs, too.
Because consuming art makes you a better artist, I think that watching Three Musketeers will make you a better RPG player/GM/writer/enthusiast.
I'm going to give you a shot by shot breakdown of the film and talk about the ideas it gives me for games.
Fill scenes with life
In the streets, a barber-surgeon pulls a woman's teeth. A tree, being transplanted, rolls by on a wagon.
Make fights more interesting
(And I swear to GOD if somebody comes into the comments to recommend something like 7th Sea, I will lose it. I am not asking for recommendations for games, I am giving advice on making combat feel interesting in an OSR-type game.)
You can break a sword in Three Musketeers with nothing. Hit it with a stick? Broken. Done with combat? Break it over your knee to celebrate the end of the engagement. You should be breaking swords and getting new swords all the time. You drop your sword and pick up your enemy's sword. They're totally interchangeable. Swords are lying everyone around on the ground and if you don't see one on the ground, have an NPC show up and offer the character a sword "to put an extra inch between your enemies and you."
Everywhere! Devices! Machines! If a character leaps out a window, they should unexpectedly find an elevator powered by a wheel turned by two guys raising Romanesque marble statues up to to the window they just left.
Fill your scenes with cool set pieces. Patrick Stuart (and others) have talked about how environments should be filled with potential energy that can become kinetic energy. Set pieces that can be used by players and NPCs to do stuff.
Here's an example of that. A courtyard for a duel. At the center, a well. It is being used by nuns to hang laundry. When the fight breaks out, the nuns can watch, disapprovingly, from the balcony.
When you fight with interesting set pieces, the GM should be letting people get away with shenanigans all the time. Throw your hat over the sheet and then stab through it. +4 to hit! Flip around the clothesline! +1d6 damage!
Maneuvers (tackling, disarming) should not be worse than attacks. They should not be penalized. They should not be at a negative. They should not be slower.
In Lore, the homebrew system I made for my Middle-earth Hexcrawl project, doing a maneuver like "tackling somebody" is a Fast Action instead of a Fell Action. That means you can do this maneuver before the enemy's attack. If you tackle someone, they can't stab you. The musketeers do this. All. The. Time.
And if you're disarmed? Your friend should be able to throw you another one. Again, swords should just be littering the ground at all times.
Nobody should fight to the death. Much praise has justly been sung of the retroclone's Morale check. But more than that, nobody should be trying to kill each other. Even though the musketeers and the cardinal's men just dueled with swords, nobody is coup de gracing each other. All the people in this screenshot are alive. They just need their blood suctioned and they'll be okay. Break your sword over your knee! You'll fight again later!
Hats must be destroyed. The damned cardinal's men destroyed my nice hat! I spent 5 gp on that! Well, steal their purse and take 5 gp back. No, take 10 gp. No, take 20 gp, as penalty for slashing up my hat in the first place. Then, all the four musketeers get 5 gp. Everyone gets to go and buy more hats. Raiment should be important????
And here we have another fight scene. Let's look at all the interactable elements.
There's torches.
There's height differences. Jump down on your foes!
If you roll a 20, a pretty washing girl falls in love with you. If you roll a 1, the wretched CRONE falls in love with you!!! AHHH!
And as is often said, fights should have goals that aren't "Beat the other guy up."
In a mock fight in the tavern, the musketeers are trying to steal as much food for lunch as possible. Each stunt lands another loaf of bread, roast chicken, and bag of wine into the waiting cloak of Oliver Reed (I wish I was there, too!).
Some combats should have special rules. In the forest at night, both combatants have lanterns. If your lantern is hooded, you have -5 to hit. If your lantern is hooded, you have +5 AC. Turn the lanterns off and on as you play hide and seek, striking and fading into the shadows.
Miscellaneous observances
At some point, D'Artagnan needs to get a henchman. Recruiting NPCs must be frustrating and expensive, so he goes to a tavern and chooses from the lineup. Nearby, some men are playing...air hockey?
The hireling role of Planchet (Roy Kinnear) is played for pure comedic relief, which is great, because he's basically their slave. And you gotta...keep that funny, I guess. But in general, this is what I imagine a henchman does:
He calls in your homies when you're having a solo fight in a big washing room: giving the other players an opportunity to join in the scene!
He pulls the sheets off of hiding NPCs, prepared to bonk them. But they're not an enemy! The NPC bonks HIM instead. Ohhhh, servant! You can't do anything right!
He should discretely advance the party's goals here and there. When the party has a faux fight to steal food from the tavern, he should fill a bellows with wine and help out!
He lifts an entire tree up with his freak servant strength and runs around the forest, blindly trying to help in a combat. After 5 rounds, he triggers and makes a single attack. It might come at exactly the right time to save your hide!
He is treated as a non-person.
"The pass is only for one person."
"I am only one person! That is servant."
He distracts your opponents while dressed up for the costume ball, letting you do whatever Main Plot you're up to.
And at the end of every scene, he's always near at hand, crouching, waiting to be helpful again.
Colors! Put colors in your game.
It's been said, and I think rightly, that the past is much more colorful than modern Hollywood allows it to be. Roman statues weren't white, they were all painted!
Give your factions identifiable colors. Let the King and Queen's Court be white. Let the Musketeers be black. Let the cardinal and his men all be red! Let the duke be blue! Let them serve as motifs that let players know from a glance (a word) who an NPC is aligned with!
What does a thief's Climb Sheer Surfaces ability look like?
Secret doors! Secret doors should be everywhere all the time.
The portrait of the king, next to the ornamental suit of armor and the candelabra, is actually a door.
Turn the tap on the wine barrel and reveal a secret cache of coin!
The duke has a ring that turns into a secret key!
The secret key opens a panel of the wall!
In conclusion, I think The Three Musketeers was a visual feast. It had stuff I would not have come up with at the game table...except now I can! I can just pluck these details from my memory and barf them forth to my players.
This is why I said at the top that consuming art made us better artists. Watch films to get inspiration for weird stuff!





















































