Delta World

Rules of the Game

The game is played with a set of cards, dealt from a deck by the game master (GM). Each player controls one character in the fictional setting being managed by the GM.

A Player's Deck: Each player is dealt three cards:

Players may be dealt additional Schtick or Twist cards as the game progresses, and may accumulate other dice in their hands.

Example: a player may be dealt the Samurai Concept card, the Legendary Swordsmanship Schtick card, and the Wandering Loner Twist card.

Dice Pools: Each player has a dice pool, made up of 6-sided dice.

Example: a starting character will have 3 6-sided dice. After a session, the GM may assign him another permanent die for good character development. Later, he gains a new Schtick card, along with another die to go with it.

Rules and Rolling: Each card in a player's hand has one or more Rules on it.

Actions and Challenges: The game is made up of Challenges (presented by the GM to the player characters, either as a group or individually), and Actions (dramatic events instigated by the players or NPCs).  Challenges and Actions take place inside a scene; several scenes make up a story.

Locked dice: Several types of Actions, such as attacks during combat, can lock one or more dice in a character's pools.  Some Rules require that the character lock dice assigned to that Rule as well.

Example of Play

Stony Smith, Space Patrolman, is investigating the supposedly uninhabited moon Saturn 7.  As a Rugged Hero, Stony has a Rule on his Concept card that reads:

"Adventurer: 1-3 = No effect; 4-6 = You overcome a Challenge through your wits, brawn, perseverance and adherence to your moral code."

Stony has 3 dice in his pool.  He rolls, getting 5, 3 and 1.  Assigning the 5 to "Adventurer" activates the Rule, allowing him to overcome the Challenge he's facing - the fact that space pirates are using the moon as a secret base!  He has nothing else he can immediately use the 3 and 1 for, so they are ignored.

Later, Stony gets into a fight with one of the pirates.  As a Rugged Hero, he has another Rule, which reads:

"Fight: 1-2 = No effect; 3-5 = Inflict or avert 1d6 on your opponent; 6 = Critical hit! Inflict or avert a total of 2d6"

Stony rolls and gets 2 3 6.  He assigns the 6 to Fight, choosing to avert 1d6 of damage that round and inflict 1d6 on the pirate.  With this damage, the pirate's own dice pool drops from 2 dice to 1, as 1 die is locked.  He has nothing else to do with the 3 and 2 at the moment, so they are ignored.

During actual play, characters will probably have multiple Rules that they will find useful.  They must choose how to assign their dice to overcome the odds and win the day.

Bug Hunt

"Bug Hunt" is an exercise in developing a complete Delta World deck from a genre premise. The genre in question is an "Aliens"-inspired scenario of science fiction soldiers versus vicious aliens.

The Concept cards cover the common tropes for Bug Hunt team specialties, as well as a few common opponents. Schtick cards and Twist cards similarly cover tropes from the Bug Hunt genre.

"Bug Hunt" also specifies a new type of "Other" card, the Plot Beat. A Plot Beat may specify one or more Challenges or rules that modify subsequent encounters.

Concept Cards

Plot Beats

Guidelines for writing rules

About half of a character's dice should be useful for something, on average.

A card should have 2-3 rules.

Concept cards:

Concept Rules should be useful about two-thirds of the time at their core competency: 1-2=no effect; 3-5=average effect; 6=doubled effect

Secondary rules on a Concept card should be 1-3=no effect; 4-6=average effect

Schtick cards:

At least one Rule on a Schtick card should overcome a specific class of challenge 50% of the time, e.g. a physical challenge or a social challenge.

Twist cards:

Twists aren't meant to be straight disadvantages.  They are meant to be plot complications that involve a player character in the game.  They should compel player actions or eat dice half the time, and provide the player with some unique ability the other half.  For example, a player might be hindered in combat with a particular type of opponent but also be able to repel that opponent under specific circumstances.

Combat:

inflict or avert can add up very fast.  Combat-focused schticks and combative concepts can conceivably stack 3 or 4 dice worth of damage on really good rolls.

To lengthen a fight, provide automatic avert or unlock effects to all combatants.