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Deliria

Deliria: Faerie Tales for a New Millennium is an "interactive urban fantasy setting" created by Phil Brucato. The title refers to an altered state of awareness in which several levels of reality can be perceived at once, to both good and ill effect.

Deliria
Faerie Tales for a New Millennium
Cover
DesignersPhil Brucato
PublishersLaughing Pan Productions
Publication2003
GenresUrban fantasy
SystemsCompact System

The core concept behind Deliria is one of "ordinary people in an extraordinary world." Inspired by classical fairy tales and urban fantasy, the setting presents a multicultural world in which magic is always present but often invisible. To "twilight people" who encounter the magical realm, the world becomes a frightening yet wonderful place. Meanwhile, the immortal faeries, or aelderfolk, regard mortal humanity with a mixture of awe and terror. The accelerating pace of human imagination reverberates through both worlds, bringing changes that many aelders fear. Within the tensions of this setting, ordinary people become heroes - or villains - in their own new fairy tales.

Inspired by authors like Charles de Lint, Erik Davis and Francesca Lia Block, films like Edward Scissorhands and Practical Magic, world music and ethereal wave music, and TV shows like Buffy the Vampire Slayer, Deliria's setting emphasizes "normal people" over superheroes. As a role-playing game, it features a flexible rules system, collaborative storytelling, and a character-crafting process based on telling stories about the character. Deliria has also been noted for its vivid digital art, evocative short stories, and emphasis of "courage rather than carnage."

Non-hero characters edit

The player characters are not meant to be heroes in the classical sense. Characters are not elite fighters or wizards, super-soldiers or super-criminals. Normal people, who live through an (perhaps even the) adventure of their lives, are the heroes in a Deliria Campaign. "Courage rather than carnage" means that the possibilities of the characters should only limited by their players' imagination, not by stats like hitpoints or class levels.

Scalable rule-system edit

Deliria's game system is designed to be used at three levels of complexity, depending on the wishes of the group. "Flexible" rather than "crunchy," it's versatile enough to support almost any form of roleplaying, given the powers of imagination and creativity on the player's and the guide's behalf.

The core of the system is summed up as: Challenge, Prowess, Chance, Result. To resolve a Challenge, the player checks her character's Prowess. If necessary, she takes a Chance that may add to or subtract from that Prowess. Success or failure is the Result, which is then described in "story elements" - that is, narrative rather than mathematical terms.

Chances are resolved through two ten-sided dice, a deck of cards, or a computer program (sold with the main rule book).

Narrative rules edit

The very simple rules that encourages narrative solutions of contests and reduces random challenges to a minimum. Characters are described through abstract key traits as well as narrative elements. This level of complexity reflects a Storytelling approach.

This level is proposed for Computer-assisted or Live action role-playing games.

Simple rules edit

Slightly more detailed rules feature an in-between solution. This option uses contest solutions through dice rolling or card drawing only when it's important and, if necessary, also modifiers and counterdraws.

This level is proposed for pen and paper or Live action role-playing games.

Advanced rules edit

Every significant action is resolved through a random challenge and many rules (and optional rules) can be used to handle special situations.

This level is proposed for only for pen and paper games.

Publication history edit

Though now out of print, the game was also bundled with a CD/ROM that had sound effects and music. A pdf patch was released to clear up a few rules.[1]

  • Deliria - Core Book (2003)
  • Everyday Heroes: Adventures for the Rest of Us (2006)
  • Goblin Markets - The Glitter Trade (2011)

References edit

  1. ^ "Whatever happened to Deliria / Laughing Pan Productions?".

External links edit

    deliria, this, article, about, role, playing, game, cognitive, disorder, delirium, film, film, nematode, genus, nematode, faerie, tales, millennium, interactive, urban, fantasy, setting, created, phil, brucato, title, refers, altered, state, awareness, which, . This article is about the role playing game For the cognitive disorder see Delirium For the film see Deliria film For the nematode genus see Deliria nematode Deliria Faerie Tales for a New Millennium is an interactive urban fantasy setting created by Phil Brucato The title refers to an altered state of awareness in which several levels of reality can be perceived at once to both good and ill effect DeliriaFaerie Tales for a New MillenniumCoverDesignersPhil BrucatoPublishersLaughing Pan ProductionsPublication2003GenresUrban fantasySystemsCompact SystemThe core concept behind Deliria is one of ordinary people in an extraordinary world Inspired by classical fairy tales and urban fantasy the setting presents a multicultural world in which magic is always present but often invisible To twilight people who encounter the magical realm the world becomes a frightening yet wonderful place Meanwhile the immortal faeries or aelderfolk regard mortal humanity with a mixture of awe and terror The accelerating pace of human imagination reverberates through both worlds bringing changes that many aelders fear Within the tensions of this setting ordinary people become heroes or villains in their own new fairy tales Inspired by authors like Charles de Lint Erik Davis and Francesca Lia Block films like Edward Scissorhands and Practical Magic world music and ethereal wave music and TV shows like Buffy the Vampire Slayer Deliria s setting emphasizes normal people over superheroes As a role playing game it features a flexible rules system collaborative storytelling and a character crafting process based on telling stories about the character Deliria has also been noted for its vivid digital art evocative short stories and emphasis of courage rather than carnage Contents 1 Non hero characters 2 Scalable rule system 2 1 Narrative rules 2 2 Simple rules 2 3 Advanced rules 3 Publication history 4 References 5 External linksNon hero characters editThe player characters are not meant to be heroes in the classical sense Characters are not elite fighters or wizards super soldiers or super criminals Normal people who live through an perhaps even the adventure of their lives are the heroes in a Deliria Campaign Courage rather than carnage means that the possibilities of the characters should only limited by their players imagination not by stats like hitpoints or class levels Scalable rule system editDeliria s game system is designed to be used at three levels of complexity depending on the wishes of the group Flexible rather than crunchy it s versatile enough to support almost any form of roleplaying given the powers of imagination and creativity on the player s and the guide s behalf The core of the system is summed up as Challenge Prowess Chance Result To resolve a Challenge the player checks her character s Prowess If necessary she takes a Chance that may add to or subtract from that Prowess Success or failure is the Result which is then described in story elements that is narrative rather than mathematical terms Chances are resolved through two ten sided dice a deck of cards or a computer program sold with the main rule book Narrative rules edit The very simple rules that encourages narrative solutions of contests and reduces random challenges to a minimum Characters are described through abstract key traits as well as narrative elements This level of complexity reflects a Storytelling approach This level is proposed for Computer assisted or Live action role playing games Simple rules edit Slightly more detailed rules feature an in between solution This option uses contest solutions through dice rolling or card drawing only when it s important and if necessary also modifiers and counterdraws This level is proposed for pen and paper or Live action role playing games Advanced rules edit Every significant action is resolved through a random challenge and many rules and optional rules can be used to handle special situations This level is proposed for only for pen and paper games Publication history editThough now out of print the game was also bundled with a CD ROM that had sound effects and music A pdf patch was released to clear up a few rules 1 Deliria Core Book 2003 Everyday Heroes Adventures for the Rest of Us 2006 Goblin Markets The Glitter Trade 2011 References edit Whatever happened to Deliria Laughing Pan Productions External links editLivejournal Community Retrieved from https en wikipedia org w index php title Deliria amp oldid 1156282929, wikipedia, wiki, book, books, library,

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