- Joined
- Feb 13, 2015
In the middle of my depraved descent into CoC related obsession I've been reading up on Delta Green and now I'm worried that it too sounds totally up my alley. What are peoples' thoughts on it compared to 1920s CoC? Are there any adventures in particular that you recommend? Read something that said Impossible Landscapes is an incredible TTRPG experience.
The books looking lovely doesn't hurt things either. I know there are a couple of dedicated CoC/DG enthusiasts in here.
From me earlier in the thread:
I lovehate Delta Green. It's a great premise, and the atmosphere is top notch. The problem is that a lot of the adventures, even the popular ones (looking at you, Impossible Landscapes) kinda suck. The writing is inconsistent at best, and the system itself leaves a lot to be desired (it grinds to an absolute halt if you ever have to do something like traditional RPG combat).
But you have nothing to compare it to, so I'd say take a look. I'm personally really fond of an adventure book for DG called "Control Group." It contains four adventures, three of which involve players completely unfamiliar with the Program (or is it the Agency?), so you can roleplay them getting exposed to the Unnatural and being inducted into the conspiracy. The adventures are:
BlackSat: NASA astronauts on a mission to escort some math nerds to a satellite for repair. It turns out that the highest levels of advanced math in this setting is functionally magic ("hypergeometry") and the satellite is a malfunctioning hypergeometric weapon. This adventure is super railroady for obvious reasons, but I ran it for a group including one person who'd never played an RPG before and all of them say it's one of, if not the, best one-shot they've ever played.
Night Visions: US soldiers in Afghanistan, their fed handler, and a local interpreter go up into the mountains to try and convince a local tribe to help fight the Taliban. They're demon-worshipping cannibals who try to feed you to their ethereal sky demon.
Sick Again: A team of experts from the CDC get dispatched to a small town with a mysterious illness rapidly spreading. It turns out that a local physicist and his wife were working on a project in their basement that accidentally created a field that a time traveler from the future was able to use to come through, and brought the disease with her. This one has a lot of mechanics for investigating the illness but they're all moot because it's carried on gravity waves or some shit. Also, Delta Green agents come to "close the loop" by killing everyone involved. As the GM, make sure they kill the time traveler because the book has absolutely nothing for you in the logical event that the group tries to save or interrogate her.
Wormwood Arena: the survivors of the first three adventures get inducted into Delta Green and sent on a mission to Waco-, err, "discreetly neutralize the threat" posed by a new age hippy cult that doesn't know that it worships an evil vampire boulder. It's cooler than it sounds.
Some other favorite adventures are "The Last Equation" (a math nerd discovers an equation that has a different solution every time you solve it, and the solution can predict the future if you study it hard enough. Solve it enough times and it convinces you to spread the equation - usually by committing a grisly murder and writing the equation in your victim's blood to draw attention to it. Your mission: contain the Last Equation. After running this, I love sneaking little bits of the number sequence from the equation into random stuff to spook players that are paying attention.) "Observer Effect" (you're in your civilian life and something feels incredibly wrong. Your handler reaches out to you and sends you on an emergency mission to a particle accelerator, without saying why. You pose as Department of Energy inspectors while trying to figure out why you're even there. Turns out that their experiment touches the mind of Azathoth at the end of time and destroys reality, then reverses time to start a loop, but the loops are getting shorter. You already went on this mission, and failed...) and the classic "Last Things Last" (Clive Bauman 'retired' from Delta Green. Now he's dead. Go to his apartment and make sure he didn't leave behind anything incriminating. Destroy any evidence or anything he might've taken home from work that he shouldn't have. Make everyone believe he was a boring man who led a boring life and died a boring death. Oh, and take care of the wife, too.) You may notice I mostly like adventures where the solution isn't shooting things, because again, combat kinda sucks.
Delta Green isn't super obscure, but it isn't D&D or even Blades in the Dark level of popular. It has its dedicated fans. If you've got somewhere you can get players, you can probably find a few willing to give it a try, especially if they're older.
If you've got any other questions, I'm more than happy to help