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Miscellaneous Deliria: Faerie Tales for a New Millennium
by Phil Brucato
$39.95 / Smoke, Mirror &
Muse / 2003
Some say the Land of Faerie is separated from the world of men
by vast distances; others say that it is as close as the nearest
mushroom-ring. Phil Brucato, author of Deliria: Faerie Tales
for a New Millenium, believes that both statements are true.
This latest effort from the mastermind behind Mage: the Ascension
offers us roleplaying scenarios in the fairlyland realm of Deliria,
a beautiful and deadly reality which occasionally intersects
with our space and time.
Brucato's fairies are alternately kind and cruel, amusing and
awe-inspiring, but always unnerving and alien. He has not confined
himself to Victorian pixies or Brothers Grimm nightmares (although
both receive due attention); rather, he draws upon myths from
around the world, including today's urban legends. He finds fairies
among Japanese street fashion models, in musty occult bookstores,
and in the far-flung realms of cyberspace where the distinctions
between real and virtual are blurred. As in the stories, Brucato's
fairyfolk interact with players as allies, adversaries, or combinations
thereof.
The combat mechanics of Deliria are simple, almost rudimentary.
Instead of polyhedral dice, random numbers are generated using
an ordinary deck of cards, with provisions for both spectacular
successes and spectacular failures and modifications based on
attributes and situation. Those who prefer more involved gaming
systems such as those employed in Runequest and Chivalry &
Sorcery, may find Deliria's approach too basic. For
instead of minute details about the effects an axe has on chainmail
versus plate mail, Deliria's action system (which can
apply to noncombat activities such as speeches and public presentations
as well as swordfights and magic attacks) is less concerned with
realism than with moving the story along.
This becomes abundantly clear when the involved process of character
generation is examined. When players are finished, they will
not only know their attributes (strength, vitality, etc.) but
will have a fair amount of backstory and extensive knowledge
of what makes a character tick. Armed with this information,
players will be ready to start creating a front-story-the interactions
between one's character and the strange new worlds lying at the
edge of their vision.
Deliria is deceptively simple. Its rules are guidelines
which must be fleshed out by a game master and his players. But
since there are few tables at hand, many situations require the
GM to think on his feet and make snap judgments.
Even if not a RPGer, readers may find this book entertaining
as the book is beautifully designed, with illustrations spanning
the gamut from Beardsley-esque Art Nouveau to modern Photoshop
productions. It could also be a fine resource for fantasy writers;
the steps used for character generation could be used as exercises
for fleshing out storylines and characters.
Overall, this is a magnificent and worthy effort. It is to be
hoped that Brucato continues his work in the universe, further
illuminating the dark and murky corners of the world of Deliria.
—Kevin Filan
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click here to order:
Deliria: Faerie Tales for a New Milennium
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