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Stuff of Legend! is the home of a roleplaying game system and campaign world.
The Dragon Isles of Ambar is a fantasy campaign setting and the basis of the Dragonhawk campaigns. This is a dangerous land of unfolding mystery, adventure, and wonder.
The Dragon Isles of Ambar float beneath nine moons
Since the beginning of recorded history, the immortal Draconian Empire has held the known world in an adamant grasp, with invincible city-states and temples to their exacting Dragon Gods along every shore. The ageless dragon-scarred Baal dominated every people who would not bow to the Urumaiar dragon gods, save for the crafty Southmarens and stubborn Kith of the icy wastes. The Baal not only controlled the cities, but also were strict wardens of "dangerous" knowledge, particularly accounts of prehistorical events and non-draconic magics and faiths. The Baal were hard masters, and the long years were not kind to the mortal races: most of whom can only recall the sharp tail of the long-lived empire, an era of slow decline marked with demonstrations of power, often made more hars [ more... ]
The Legends Roleplaying System is a lightweight pencil-and-paper roleplaying game that emphasizes free-form character creation and flexible game play. Legends keeps your game focused on roleplaying.
Legends has an especially flexible and liberating character creation process. The "character sheet" is collection of freeform Themes and Traits. Everything is written in the players own words; there are no numbers or stats on the character sheet, nor are there any prescriptive lists of classes, skills, or items.
Each player creates his character by outlining four key Themes such as "grizzled old soldier", "renowned swordsman", "world explorer", and "secretly a black wizard". Next, smaller details and gear are written down as Traits within the Themes, so the "grizzled old soldier" Theme might include Traits like "war cry", "strong arm". Items are also Traits, so he might have a "notched longsword" and wear a "chainmail hauberk".
The focus is on character development rather than advancement.
The core rules are small and beautiful, and designed to help keep players in-character and roleplaying. Classic polyhedral dice are used, but in modern ways.
The players make most of the rolls. This is for a few reasons: fun, a sense of empowerment, and to unburden the GM. Players can stay immersed in role-playing even while rolling because rolls are are based on the freeform Themes and Traits that were defined by the players, not stats or modifiers. Finally, the GM describes the outcome, so the greater story is not fully decided by dice, just influenced by them.
A player rolls 4d6. Each die of 5+ counts as a "success", and the overall number of successes (0-4) determines the outcome: no successes is a failure, a single success is a "partial" with a side effect, two is a "full" success, and past that is a "great" success like a critical hit.
The GM fluidly varies the number of six-sided dice the player may roll from the default of 4d6 to reflect the difficulty of the action. For example, an "impossibly difficult" cliff climb would only be 1 die.
Players can optionally spend Chips to enhance character actions, but always do so by calling out a Theme or Trait to justify each Chip. For example, a character with Themes or Traits such as "grizzled old soldier" and "renowned swordsman" could use them together in a wild melee against his foes. [ more... ]
This section contains supplements for particular campaigns. These might be useful for running a similar campaign.
This is a section for me to collect ideas and write about stuff that isn't necessarily ready for prime time. Legends is still a work in process, and this section reveals some of the past and future of the system.