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Stealing Stories for the Devil FREE PRIMER

Stealing Stories for the Devil FREE PRIMER


Well, hello. Glad you’re here.

You’ve been selected by the intelligence inhabiting the universal braneship Celeste. You’ve been
chosen because of your past record and your occasionally “questionable” activities.
You know what I’m talking about. Don’t try to lie to 
me. . .

To be blunt, you have been—and still possibly are— a bit of a thief, a cheat, and a con artist, right?

In other words, my kind of person. And, of course, the perfect candidate for your new role of saving the universe.


You're a Liar. No, not the normal kind. Deceptions. Fabrications. Misrepresentations, shall we say? Sure, you probably tell plenty of those, but that’s not the cool stuff.

No, we’re talking about your kind of lying. When you lie to reality. The guard gets caught up in her Sudoku game and stops watching the cameras? You say it, it happens. There’s road work blocking the bad guy’s getaway route? Yep. A massive blackout plunges all of Paris into darkness? Sure. Reality is your plaything. If you can think it, it happens. And it always works.

Well, sorta. There are limitations. Perhaps you’re a Plotter, specialized in lying to the past. You might get through a locked door by changing the past—someone forgot to lock it. But, until you hone your skills, you can only affect things about a day or so back.


You might be a Schemer, who lies to people. You’d get past that lock by making the guard think you're "authorized personnel." But you can’t affect other liars, or make anyone do something completely wold or out of character.

Or maybe you’re a Planner, who lies to objects and places. You’d determine that the lock is old, or even broken. You’ll pay a steeper price when you affect larger objects.

Regardless, when you lie, you sort of become the GM for a brief moment. As in most RPGs, the GM makes up a lot of stuff—creative decisions about the story's events and direction. The GM wants it to fit the narrative—they're not going to introduce something impossible or inappropriate, like a random explosion that suddenly kills all the PCs with no warning. Lying briefly gives the player the same kind of narrative authority—and the same parameters. What you say happens, happens, but you're going to keep it within the bounds of the story. (Right?)

That's not to say that lies have no consequences. Lying is stressful. The bigger the lie, the more stressful it is to tell. Small lies? You can usually pull them off without much cost. Bigger lies can actually hurt you. Lie big enough, and you could pay the ultimate price. So blacking out all of Paris is a pretty dangerous ploy—unless you happen to know some specific weakness of the grid. Some tiny little lie that sparks big consequences.

But, hey, you're really good at that sort of thing. And that's great—because to save reality, you're going to have to pull off some pretty impressive heists.

The 43-page Stealing Stories Primer gives you a look at character creation, the basic rules, some background, and unique struture and gameplay of the forthcoming RPG Stealing Stories for the Devil, by legendary designer Monte Cook. Download it now for free, and start thinking about your own awesome reality-saving (and reality bending) heists!


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13.64 MB
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File Last Updated:
July 20, 2021
This title was added to our catalog on July 20, 2021.