Stealing Stories for the Devil
Monte Cook Games
A Zero-Prep Roleplaying Game. Really!
Prepping to run Stealing Stories for the Devil is easy—because there’s literally zero prep work. You start the session with a few key pieces of information, then build the scenario with the players in Act One. If you and the players are already conversant in the rules, you can all be playing within five minutes.
Stealing Stories for the Devil contains all the rules you need to play—and more importantly, the structure and resources that make a collaboratively created game session amazingly easy, fun, and successful with zero prep. Everything you need is included in the game.
That includes powerful GM tools. Loads of resources, ideas, and inspiration let you take the scenario you’ve created with the players and, in minutes, layer in the details that bring it to life. The game includes dozens of maps, images, NPC generation tools, Twist ideas, and more. Easy-to-use reference materials let you quickly answer the questions that come up for the scenario, like “How long will it take for the fire department to show up,” or, “What happens when the shaft is jammed with debris?” It’ll seem like you prepped for hours!
A Campaign Full of Astonishing Twists and Turns
A one-shot can be a fun way to play Stealing Stories for the Devil—and its zero-prep nature makes it ideally suited for a spur-of-the-moment game. A one-shot game is going to feel like a typical heist tale (think of films like Ocean’s 11, Heist, The Italian Job, etc., or television shows like Lupin or Leverage) with just a little bit of sci-fi.
But as you might have already surmised, there’s more going on here than meets the eye.
Stealing Stories gives you a fascinating meta-plot, filled with as many surprising twists and astonishing turns as any individual heist. It takes the PCs through a “season” of gameplay as they come to grasp the big picture and discover what’s really going on. You can also run an open-ended campaign, taking the story in any direction your gaming group desires.
The core twelve-heist season begins like a standalone adventure, but quickly introduces mysterious forces at play, delivers surprising twists, gets stranger (with more science fiction/science fantasy elements), and ultimately reveals the cause of all the reality disruptions. And the characters grow and develop, as each time they successfully return reality to its natural state, they gain a little of its power for themselves.
But you aren’t limited to the core season. As with most RPGs, an open-ended campaign can take on whatever style the group desires, focused more or less on the weird sci-fi elements as they wish. (You could, in fact, remove all the reality-changing aspects of the game and just run a standard, modern-day heist story.)
Everything You Need in One Box
Stealing Stories for the Devil contains everything you need to play with zero prep: The rules, resources, and game components, all in a handsome box.
- Liars (the primary rulebook)
- The Devil (the GM’s book full of background information, secrets, and the twelve-heist season of games)
- The Stories They Steal (a GM’s reference book filled with resources and information—super handy for running heists on the fly!)
- Twist, Turn, and Mission cards
- Character and reference sheets for the players
- Dozens and dozens of maps, handouts, and other resources