The Devil Made Us Do It

Created by Monte Cook Games

Stealing Stories for the Devil, designed by Monte Cook, is a fast-paced tabletop roleplaying game in which you save existence as we know it by bending reality to carry out the perfect heist. And because the Devil Made Us Do It, we've added two more games to this campaign! Who the Devil Are You? gives you the tools to use the zero-prep gameplay mechanics of Stealing Stories in any setting you desire. And in the standalone game The Devil's Dandy Dogs, by Shanna Germain, you take on the role of the Devil's dogs, facing your own desires and temptations as you fetch bartered souls for your master.

Latest Updates from Our Project:

Dice Upgraded! Time for Some BIG News!
4 months ago – Thu, Jul 29, 2021 at 11:27:53 PM

Well done, Liars! Once again, you’ve upgraded Stealing Stories for the Devil, this time increasing the dice from 14mm to a hefty 16mm size. This upgrade affects both the standard and deluxe versions of the game.

We have so many more thoughts for how to further upgrade Stealing Stories, but The Old Gent has different ideas. Don’t blame us: The Devil made us do it!

A great heist story is unpredictable, even with the thieves’ most carefully laid plans. Despite the best efforts to account for every contingency, at some point things take a radical, unexpected turn. The story changes, often becoming bigger and more exciting than when it started out.

In Stealing Stories, we call that the Turn, and it’s a key point in every great heist adventure. Our friend, the Prince of Lies, has a Turn in store for this Kickstarter—and we’ve now reached it!

The Devil's Dandy Dogs

You know how others see you. Those who walk the mortal world, caught in their temporary trials and transient anguishes, their tiny heartaches. They see your shadowed form, your glowing eyes, your lolling tongues, and they think they know something important. They call you hellhounds, destiny’s dogs, death bearers, soul stealers.

You are, of course, none of those things. Especially, you are no thief. (The nerve.) Every soul you have ever garnered has been given to you freely. Even the Devil understands the power of consent.

You might wish you could explain this to those who cry out at the sight of you, soothe them with a better grasp of how short-lived they are, how insignificant, of what their soul becomes after, in the Devil’s hands. But succor is not in your nature, and even if it was, that’s not the way the Devil plays the game.

Besides, the truth is so much more complicated. A veridicality so universal and obvious that you have to say it loud lest it be forgotten. Like love and death and gravity. Also, why roosters crow at dawn (because destiny is an asshole) and how the Devil likes their tea (black, extra sugar, just enough whiskey to make it sing).

You’re the Devil’s emissary, oh yes. And the Devil’s shadow. Their soul collector. Their good dog. They made you in their image, of their image, and you are tethered to them in ways that are ancient and exhausting and powerful and roped with pleasure and pain. The black leash of love stretches long.

Though you are part of the Devil, you are not the Devil. (Hush that blaspheme). You are your own dog. You have dreams. A plan, perhaps. At the very least, a shimmering hope, faint and far away as a morning star.

Every soul you collect is collateral against that hope. A card turned against fate. A pair of dice rattling toward midnight. A bone buried at the crossroads. In the end, everyone makes a deal with the Devil. This is yours.

The Devil's Dandy Dogs, showing the box with rulebook and four decks of tarot-sized cards.

You are one of the Devil’s Dandy Dogs, part of a pack of supernatural hounds tasked with collecting souls for the Devil. You live by the Devil’s code and do the Devil’s bidding. If you are a good dog, someday you will earn your reward—freedom, a soul of your own, the promise of protection for a loved one, or something much bigger. Perhaps you even dream, secretly and surreptitiously, of becoming the Devil yourself.

But the Devil is cunning and crafty and will get the better of you if they can. But they too have a code, and you—a creature torn from the Devil’s very shadow—are under that code’s protection. Pursue your ambitions carefully, and you can earn your reward without tempting the Devil’s wrath.

Of course, you are a creature born of temptation. Your personal Temptation gives you strength and power, but rely on it too much, and you will fall. Desire, greed, fear, hunger, and even love can cause you to stray from your path.

Devil’s Dandy Dogs, by Shanna Germain, is a no-prep, rules-light storygame filled with magic, mystery, and a pack of supernatural dogs trying their best to be oh-so-good. The focus is on narrative storytelling, complex dilemmas of mind and heart, unique supernatural abilities, and the interplay between the Devil and their dogs.

Characters rely on four traits to complete their tasks: Devil (how good you are at supernatural stuff), Dandy (how you interact with the world and others), Dog (how good you are at dog stuff), and their own personal Temptation (an enhancement to other abilities, but dangerous to rely on). A deck of tarot-sized cards (along with d6s) are used to design the characters, create the narrative, and drive the story.

Devil’s Dandy Dogs is a complete game with everything you need to play included in the box. It delivers separately from Stealing Stories for the Devil, but all backers at the GIVE THE DEVIL HIS DUE level and higher (in other words, all backers receiving the deluxe version of Stealing Stories for the Devil) will receive a copy as part of their rewards. It will also be available as an add-on for $25.

We will unlock Devil’s Dandy Dogs at $210,000.


Thanks again for your support!
Team MCG

You’ve Unlocked Even More GM Resources!
4 months ago – Tue, Jul 27, 2021 at 11:38:22 PM

Thank you, Liars! You have once again blasted through a stretch goal, and as a result, we’re adding another half-dozen maps and similar resources to Stealing Stories for the Devil. These items will be page-sized in the standard edition and poster-sized in the deluxe edition.

(Incidentally, these resources aren’t just great for Stealing Stories—they’ll be super useful for any modern game you might run!)

A few stretch goals ago, we upgraded the dice; instead of standard polyhedrals, we’re making custom dice specially designed for Stealing Stories. Let’s upgrade them again, this time giving them some real heft. At $170K, we’ll upgrade all ten dice—the polyhedrals and the injury dice—from 14mm to 16mm. They’ll have a nice, weighty feel in your hand as you reshape reality to carry out your daring missions.

This is a smallish stretch goal, one of many upgrades we’re looking forward to unlocking for the game. Fairly predictable. When you’re carrying out your high-stakes heist, scenes that go as predicted are always a relief—but you can’t count on them always playing out that way. Sooner or later, something happens that all your careful planning couldn’t foresee. A twist. A turn. A moment when the unexpected changes everything.

We’ve already unlocked Who the Devil Are You?. Does the Old Gent have any more surprises in store for us? We’re only in the second week of this campaign—who knows what lies ahead?

Thanks again for your support!
Team MCG

Who the Devil Are You? FUNDED! Now, More Resources
4 months ago – Sun, Jul 25, 2021 at 04:22:48 AM

Thanks to you, Liars, this campaign has taken a bit of a twist and now funded a second game! Who the Devil Are You? takes the innovative mechanics from Stealing Stories for the Devil, through which the GM and players collaborate on the creation of the adventure, and lets you apply them easily to any genre you like for zero-prep adventures. It consists of a short rulebook (that relies on rules in the Liars book from Stealing Stories), cards for the players and GM, and half a dozen pre-made scenarios to get you going. It’s now included in every deluxe edition of Stealing Stories for the Devil!

This was certainly an interesting twist in this Kickstarter. Could there be more before it’s all over? The Deuce is known for his wily ways, so who knows? For now, however, let’s get back to making Stealing Stories for the Devil even better!

As we mentioned in our first update, the zero-prep system in Stealing Stories works largely because of its structure and the collaborative way heists are created. But a load of handy GM resources makes it even easier. Does your heist unfold in an office building? The game comes with maps detailing various office buildings—downtown skyscrapers, suburban office parks, crumbling mid-rises. Need a hotel or casino? You’ll have some floor plans to form your plan. In the standard edition, these are handy page-sized double-sided sheets; in the deluxe edition, many of them are poster-sized.

We started with a bunch of these, and we’ve already increased them through a previous stretch goal. But the GM can never have too many, so let’s put more in the box! For our next stretch goal, we’ll add roughly half a dozen additional maps and similar resources. We’ll unlock this upgrade at $160,000.

Help us reach it quickly to move on to even more great stretch goals—and perhaps a twist or turn, if Old Scratch has that in mind. An easy step is to like, retweet, or respond to this tweet to help keep the buzz alive. #BlameTheDevil

Thanks again for your support!
Team MCG

A WHOLE NEW GAME: Who the Devil Are You?
4 months ago – Sun, Jul 25, 2021 at 02:44:17 AM

In Stealing Stories for the Devil, the GM has a few special tools for injecting surprise and challenge into the players’ heists. Twist Cards and Turn Cards are among those tools—the GM plays a Twist Card to affect a scene, changing the parameters to make it more challenging in unexpected ways. The Turn Card comes out at the story’s midpoint, introducing a major event that takes the adventure in a surprising new direction.

Our next stretch goal is this campaign’s Twist.

(Remember, it’s not our fault. The Devil made us do it!)

A Whole New Game?

Among the many innovative elements of Stealing Stories for the Devil are the mechanics that allow and encourage the players and GM to work together to create the adventure—eliminating all GM prep along the way. What if you could do that in any genre or adventure type?

This new stretch goal answers that question: Who the Devil Are You? is a game of wide-open possibilities. Using most of the same basic rules as Stealing Stories (minus the lying effects), this new game is perfect for a no-prep one-shot session with your friends.

The GM describes a scene and names the genre and general tone of the night's game. Then, the players come up with who they are, and why they are in that scene. So, if the GM describes that the PCs are on the bridge of a starship and can see a space station orbiting a planet, the players might decide that their characters are the crew of a cargo vessel coming to deliver something dangerous to the station. Or they could be criminals on the run from the authorities and want to get down to that planet. Maybe they're a military force coming to attack the planet, but know that they have to disable the station first.

In this way, the players create not only their characters but also their goal. The GM doesn't know what the players will come up with, but already has some notes for stats on the station and the people on it that can be easily tailored to whatever the players say.

The game includes:

  • A short rulebook building on the rules in Stealing Stories as well as lots of ideas and suggestions for this kind of collaborative, improvisational gaming,
  • A set of cards that work very much like the Mission Cards in Stealing Stories for the Devil (but are more open ended for any scenario or genre), and
  • Half a dozen pre-made scenario starters with a cool scene-setting image and general stats and guidelines, as well as some surprises to introduce during the scenario.

Who the Devil Are You? is a fantastic and fun exercise of shared creativity. The resulting sessions are very character-focused, and end up feeling very much like a movie, with an opening "establishing shot" that then tells an entire story that the players are highly invested in.

Who the Devil Are You? is a very different game experience than Stealing Stories for the Devil, but it does rely on the Liars book, included in Stealing Stories, for play.

Unlocked at $140,000

Make this happen, Liars. Join the conversation online (search up the tag #BlameTheDevil); comment, retweet, like, and share. (Maybe point people to the interview with Charles on Cypher Unlimited last night—it’s filled with questions and answers about Stealing Stories and this Kickstarter!) That’s how new backers are tempted by Old Nick’s machinations—and new backers are how we reach stretch goals. The only way we reach stretch goals.

We’ll unlock Who the Devil Are You? at $140,000. It will be included in the deluxe edition of Stealing Stories for the Devil, which means all backers at GIVE THE DEVIL HIS DUE and higher will get it.

As we said above, this is a Twist. Does the Old Gent have any turns in store for us? When it happens, it won’t be our fault—the Devil made us do it!


Thanks again for your support!

Team MCG

Dice Upgraded. On to More Stretch Goals!
4 months ago – Thu, Jul 22, 2021 at 07:19:55 PM

Once again, Liars, you stepped up and reshaped the future. The deluxe and standard editions of Stealing Stories for the Devil are now getting custom dice!

Stealing Stories is an easy game to learn and to play—the rules are designed to get out of your way, and much of its secret lies in its structure and approach to narrative control. But even an easy game can be made easier.

Our next stretch goal will equip each player with a quick-reference card. One side steps you through the character creation process—a process that only takes minutes, but could be bottlenecked if all the players are trying to access a single copy of the Liars rulebook. The other side offers useful information for use during play. At $120,000, we’ll add five copies of this reference card, on high-quality stock, to both the standard and deluxe versions of Stealing Stories.

This will be a handy upgrade, but is it the sort of real twist the Lord of Lies is known for? We expect some interesting developments as this campaign unfolds, so keep an eye out. The Devil is making us do it!

Remember to tag your posts and shares about The Devil Made Us Do It with #BlameTheDevil.

Thanks again for your support!
Team MCG