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 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 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 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 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. Deliria - Core Book (2003) Everyday Heroes: Adventures for the Rest of Us (2006) Goblin Markets - The Glitter Trade (2011) References External links Livejournal-Community Fantasy role-playing games Role-playing games introduced in 2003