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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". Each player gets to role-play the addition of a new Trait during each game session, so characters never stop developing, and do so in-character during play.
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.
When a character needs to do something that involves risk, a "Challenge", the player role-plays the action and then chooses up to two relevant Themes. He rolls two dice--one for each Theme--trying to get at least one successful roll. For example, a character with Themes such as "grizzled old soldier" and "renowned swordsman" could use them together in a will melee against his foes. If he succeeds (at least one Theme die roll succeeded) then he hits the foe, but if he fails then he is hit. [ 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.