Legends We Lie About is a rules-light fantasy roleplaying game about heroes, disasters, questionable decisions, and the stories people tell afterward.
Every game throws you into the middle of the trouble.
The caravan is burning.
The tomb is already open.
The smugglers have your ship.
The duke has disappeared.
You don't need an hour of preparation to get started. Make a character, jump into the action, and figure out what happened along the way.
Then comes the part that makes Legends different.
The adventure doesn't end when the adventure ends.
After something remarkable happens, the table gets to decide how the story will be remembered.
Maybe you barely survived.
Maybe you were brilliant.
Maybe you accidentally saved the entire village.
Or maybe you absolutely did not do any of those things, but that's not how the story gets told.
One player tells what really happened. The others offer their versions. The group decides which version becomes the legend.
Because history isn't always what happened.
It's what people remember.
Fast rules. Big stories.
Legends We Lie About is designed for groups who want to sit down, make characters, and start playing without spending the evening learning a complicated rules system.
The game uses a simple 2d6 system that keeps the focus on decisions, consequences, and the story at the table.
Characters are defined by the things they know, the things they've survived, the people they care about, and the stories they have yet to tell.
When things go wrong, they don't simply become failed rolls.
They become stories.
And sometimes those stories become legends.
Start in the middle of the trouble
The adventures for Legends don't begin with six pages of villagers explaining that something strange has been happening lately.
They begin with:
“You're already in trouble. What do you do?”
The initial adventures include:
The Smuggler's Revenge
A ship, a secret, and a smuggling operation that has gone badly wrong.
The Crown of the Slug Lord
Research, strange legends, and a tomb that probably should have stayed closed.
The Lost Caravan
A village is waiting for its food delivery. The caravan never arrived. Someone has to find out why.
Each adventure is designed to give the table a different kind of story while using the same core rules.
Every game throws you into the middle of the trouble.
The caravan is burning.
The tomb is already open.
The smugglers have your ship.
The duke has disappeared.
You don't need an hour of preparation to get started. Make a character, jump into the action, and figure out what happened along the way.
Then comes the part that makes Legends different.
The adventure doesn't end when the adventure ends.
After something remarkable happens, the table gets to decide how the story will be remembered.
Maybe you barely survived.
Maybe you were brilliant.
Maybe you accidentally saved the entire village.
Or maybe you absolutely did not do any of those things, but that's not how the story gets told.
One player tells what really happened. The others offer their versions. The group decides which version becomes the legend.
Because history isn't always what happened.
It's what people remember.
Fast rules. Big stories.
Legends We Lie About is designed for groups who want to sit down, make characters, and start playing without spending the evening learning a complicated rules system.
The game uses a simple 2d6 system that keeps the focus on decisions, consequences, and the story at the table.
Characters are defined by the things they know, the things they've survived, the people they care about, and the stories they have yet to tell.
When things go wrong, they don't simply become failed rolls.
They become stories.
And sometimes those stories become legends.
Start in the middle of the trouble
The adventures for Legends don't begin with six pages of villagers explaining that something strange has been happening lately.
They begin with:
“You're already in trouble. What do you do?”
The initial adventures include:
The Smuggler's Revenge
A ship, a secret, and a smuggling operation that has gone badly wrong.
The Crown of the Slug Lord
Research, strange legends, and a tomb that probably should have stayed closed.
The Lost Caravan
A village is waiting for its food delivery. The caravan never arrived. Someone has to find out why.
Each adventure is designed to give the table a different kind of story while using the same core rules.
A small game built for actual play
Legends We Lie About is intentionally compact.
The game is already written and playable. This campaign is about giving it the presentation it deserves: editing, layout, original artwork, and a physical zine edition that you can actually put on the table.
The game is already written and playable. This campaign is about giving it the presentation it deserves: editing, layout, original artwork, and a physical zine edition that you can actually put on the table.
No enormous rulebook.
No hundreds of pages of lore.
No need to spend weeks preparing before your first session.
Just a small RPG designed around one simple idea:
Get together. Tell a story. Make a mess of it. Then decide how history remembers you.
Follow the project
The Kickstarter is coming soon.
If that sounds like the sort of RPG you'd like to play, follow the project here on BackerKit and you'll be notified when the campaign launches.
Legends We Lie About
You survived.
Now tell us what happened.