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Will the Great
Dec 26, 2017

sicDaniel posted:

My group wants to get into Delta Green in the near future. We started playing 7th ed CoC last year and went through some scenarios and a are in the final stages of a campaign right now, after that we want to try something new.
I have just read through the quick start rules and found that the things that are really different from CoC are the new mechanics around Sanity and Bonds. Combat and skill rolls seem to be pretty much the same. Am I missing anything important?

You've hit the important stuff. Only other big change I would mention is lethality and the rules for selective fire on on page 56.

quote:

Also, is there a good summary of the "lore" behind Delta Green which all players can read to get in the mood?

Hoo boy.

Do you want a summary of the "lore", or do you want to get your players in the mood? Those are not necessarily the same thing. Much of the lore of Delta Green occurs behind the scenes and would be completely unknown to any new recruits to the Program. A summary of the history of the Program, MAJESTIC-12 and Delta Green can be found in the Handler's Guide. With respect to the Mythos, the history of Delta Green begins with P-Division, which was founded after the US government's involvement in the events of A Shadow over Innsmouth.

If you want to get your players in the mood, that's a different question. Give them some Lovecraft to read; I suggest the aforementioned Shadow, perhaps The Shunned House, and maybe something a little more monstery like The Colour out of Space or even The Call of Cthulhu. For more contemporary works, point them at The X-Files or Fringe, or films like The Objective and Annihilation.

If you want just a quick bit you can read at your players to get them in the right headspace, I have two suggestions. One is from the Fairfield Project wiki, which mellonbread alluded to earlier. The other is from the Agent's Handbook,

quote:

Players come to Delta Green for all kinds of reasons. They’re eager to solve a mystery, kill a villain, or destroy a monster. These outcomes are never simple. Sometimes even seeing the threat in a Delta Green operation is enough to annihilate a group of Agents.

So consider this overview a warning.

Delta Green is about fear.

It may seem to be about other things from time to time. About manipulation. About power. About control. It has all these things, but that’s not what it’s about.

It lies.

Delta Green is about an agent, alone and off the record, breaking into an old woman’s house in Brooklyn because, for a split-second, she cast the shadow of a hunched, monstrous thing with jaws like a jackal.

Delta Green is about two women who pulled off the heist of the Mayan Codex from the American Museum of Natural History—an operation six months in the planning—only to burn it in a pyre of gasoline and wood in an abandoned field, mourning their lost teammates who it drove to madness.

Delta Green is about watching from the Blackhawk jumpseat as something bigger than the forest snatches your strike team’s helicopters from the air like flies.

Delta Green is not about guns.

Delta Green is not about a bug hunt.

Delta Green is not about understanding.

Delta Green is about the end.

The end of everything. Your family, everyone you know, your country, all life on Earth. It’s about the end of everything and your place in it. Because you’ll end, too. That’s what the fear is about. That’s what the game is about.

It’s not about winning and it’s not about advancement and it’s not about the best weapon or the most clever plan. Delta Green is about the end of everything—and how much of it you’ll live to see.

Welcome.

Will the Great fucked around with this message at 17:49 on Mar 18, 2018

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Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



I would add S1 of True Detective and the film The Ritual to those good suggestions. Annihilation was awesome.

Will the Great
Dec 26, 2017

Ooh, thanks mate. I know what I'm doing this afternoon.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Will the Great posted:

Ooh, thanks mate. I know what I'm doing this afternoon.

It's quite good as far as supernatural, Lovecraftian horror goes.

If someone has the opportunity to watch either it or Annihilation to get in that DG mood though 100% recommend Annihilation though.

I love how deeply layered the themes are, from the camera lingering "Sgt. Kane's" hand refracted and warped through a glass of water, to Lena "triumphing" over the phenomenon at the heart of the shimmer by delivering the human impulse for self-destruction. Followed by an ambiguous ending where it's not clear if Lena made it out or not after all... and whatever came back has no deeper understanding of the phenomenon to give her(its?) delbrifers. Almost a pitch-perfect example of a Delta Green op.

Oh, plus the soundtrack/scorew is great, the perfect acompanyment. It starts almost... banal. Then mutates to that weird muted bassy synth-sounded cue with the unsettling strings by the end.

Owlbear Camus fucked around with this message at 21:18 on Mar 18, 2018

mellonbread
Dec 20, 2017

Delta Green Agent's Handbook posted:

Delta Green is not about guns.

Delta Green is not about a bug hunt.

*Cough* Lover in the Ice

*Cough Cough* Kali Ghati *Cough*

*Cough, Distressed Wheezing* Extremophilia *Cough*

Will the Great
Dec 26, 2017

mellonbread posted:

*Cough* Lover in the Ice

*Cough Cough* Kali Ghati *Cough*

*Cough, Distressed Wheezing* Extremophilia *Cough*

Take your meds, Gavin.

sicDaniel
May 10, 2009
Thanks for the recommendations! Yeah, what I meant by "getting in the mood" wasn't the basic lovecraft stuff, as I said we're already playing CoC and everyone's acquainted with that particular atmosphere. I meant the backstory of what happens between the 1920s and now, which even as a player, you would need to know some of the events since it's a completely alternative history as far as I know. So the Fairfield wiki is what I was looking for.

I didn't like Annihilation but True Detective and The Ritual are next up on my watchlist. Also The Void.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



sicDaniel posted:

True Detective and The Ritual are next up on my watchlist.

Season 1 only of True Detective. Season 2 is a hockey stick right down from an impressive high point on the quality graph.

Will the Great
Dec 26, 2017

sicDaniel posted:

I meant the backstory of what happens between the 1920s and now, which even as a player, you would need to know some of the events since it's a completely alternative history as far as I know.

It's not. The world of Delta Green is our world. Delta Green's history of the twentieth century is our history. All the stuff that's different happens behind the scenes and would not be known to new recruits to the Program, because its existence was concealed by P-Division/Delta Green/MAJESTIC.

fez_machine
Nov 27, 2004

Will the Great posted:

It's not. The world of Delta Green is our world. Delta Green's history of the twentieth century is our history. All the stuff that's different happens behind the scenes and would not be known to new recruits to the Program, because its existence was concealed by P-Division/Delta Green/MAJESTIC.

Lovecraft never wrote his stories though.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
Read the Fairfield monologue thing at the beginning of the old book imo

Moto42
Jul 14, 2006

:dukedog:
Throw together some civilian prefabs and drop them into something horrible.

What's that scenario with the Isis wannabe's? "Father of Knives", i think?

Helical Nightmares
Apr 30, 2009

Moto42 posted:

Throw together some civilian prefabs and drop them into something horrible.

What's that scenario with the Isis wannabe's? "Father of Knives", i think?

Thats the one.

Will the Great
Dec 26, 2017
Iconoclasts is the scenario. I don't believe it's been published yet.

Moto42
Jul 14, 2006

:dukedog:
Another good 'welcome to Delta Green fuckers' scenario is God's Teeth: Go Forth.

You can easily reconstruct the scenario by listening to the podcast and then run it.
My favorite bit is only giving the one experienced DG agent the actual briefing, then it's up to him to convince the other PCs (who are just rando friendlies) to go along with this 'Go there, murder everyone. No no, this is totally legit, really...' mission.

It's also great in many ways for an intro scenario...
  • It's a super simple, easy to understand mission. "Go here, kill everyone old enough to drive".
  • It holds the newbies hands. The scenes for it are the various phases of doing the plan that are normally left as an exorcise for the players to figure out. >Get Guns >Approach the target facility. >OMFG Firefight >Deal with aftermath and make a hard choice. >Clean up the evidence on the site. >Dispose of bodies.
  • Built in McGuffin to short-circuit people trying to weasel out of the plot.
  • The first two scenes of the session can be pure role play. Just getting into character and possibly exposing people to something horrible. It might be a mythos artifact, or it might just be horrible.
  • Game mechanics and concepts can easily be introduced, one at a time, in an easy to understand, logical order. From 'what is Delta Green and the tone of the game" in the briefings. Skill rolls happen at the gun show and approaching the target. Combat happens. Then come the san checks when you get a good look at things or encounter the old woman. More San checks when you're cleaning up.

Moto42 fucked around with this message at 06:17 on Mar 21, 2018

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc
I actually like having mundane roleplay and procedural/tradecraft stuff to offset the action and weirdness parts, and I wish there was more of it explicitly described in the published scenarios

Acebuckeye13
Nov 2, 2010

Against All Tyrants

Ultra Carp
https://twitter.com/AWGergor/status/977032861785251840?s=19

Elendil004
Mar 22, 2003

The prognosis
is not good.



One of my players last night got sent to Gitmo for being an islamic terrorist and killed himself there after realizing he'd never get a trial.

edit: but my other two players made off with almost a million bucks in nazi gold so they got that going for them.

Baby Broomer
Feb 19, 2013
So in ToC, the adversary section makes a point to say that making up your own monsters is a big no-no. What's y'all's opinion on this? I super appreciate the GM advice in the book but I can't deny the desire to make my own creatures. Is that kinda thing best left to non-mythos horror games?

Sionak
Dec 20, 2005

Mind flay the gap.
I'm not sure if I am thinking of the right page, but the section I remember encourages you not to homebrew up a bunch of new Lovecraftian gods. The reasoning was that they are pretty broad in their themes anyways (life, chaos, time, and so on) and so you can probably get one of the existing Great Old Ones to fit what you want, especially if it's filtered through human misunderstandings of how the Mythos works.

That said, I'd ignore it if you have exciting ideas for monsters. The author, Kenneth Hite, even mentions in the spin-off Foul Congeries articles that part of the point of Lovecraft's monsters originally was that they were fresh and new, compared to ghosts, werewolves, and vampires. For a subset of tabletop players, the Mi-go, deep ones, and shoggoths are just as familiar by now.

It's quite easy to work up new monsters in the Gumshoe system and I think there's a strong benefit. Players who don't know the Cthulhu Mythos won't realize won't realize what you're up to, while old hands will be surprised by your creations. If they're mad that it wasn't deep ones again, I'd say they weren't really that interested in a horror game, where horror comes from the unknown.

There's some great examples of new monsters making things much more interesting - from the Role Playing Public Radio catalog, "Lover in the Ice" for Delta Green or "Bryson Springs" for Call of Cthulhu. It sounds like you have some cool ideas in mind so I'd say go for it.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Baby Broomer posted:

So in ToC, the adversary section makes a point to say that making up your own monsters is a big no-no. What's y'all's opinion on this? I super appreciate the GM advice in the book but I can't deny the desire to make my own creatures. Is that kinda thing best left to non-mythos horror games?

I haven't read ToC but this sounds like the antithesis of good advice. If this is really what it says, it's downright terrible.

Your players being able to put a label on it "Oh, it's a byakhee" somewhat dampens the whole cosmic horror thing, so go hog wild IMO. Throw a bunch of tentacles on a human torso with eight spider eyes and have it slither on up to them.

Gods and Old Ones I would personally be inclined to have the same Lovecraftian "pantheon," but try to avoid using the names, at least at first, for the same familiarity reasons. Surely isolated cults might venerate the same dudes under different names. When your players hear "Cthulhu" they might think of a plush doll or that episode of The Real Ghostbusters. "Uluthion, Reaper of Dreams and Slumber of the Deep" or whatever you come up with might be a little less well-trod and safely familiar.

mellonbread
Dec 20, 2017

Fall of Delta Green, Page 263 posted:

New Creatures: Theory
This raises the question of new creatures, rather than reinterpretationsor tweaks to existing ones. The advantage to a new monster or threat is customization: you can tailor its attacks, spoor, and so forth directly to the mood or storyline of your operation. Press this advantage to the fullest – you’re not constrained by H.P. Lovecraft or biochemistry or anything but the dramatic imperatives of terror, shock, and wonder. Your new creation has to hit harder, and horrify more completely, to make up for its disconnection from the Lovecraftian background in the players’ minds.

Baby Broomer
Feb 19, 2013
Thanks for the feedback! After rereading the section, y'all are correct that KH says to make up a gently caress-ton of new monsters and cults, just not new Old Ones. I'm just inexperienced with Mythos gaming, and wanted to ask some vets.

Honestly though it's too easy to just use the Deep One's stats but slap on a different name and physical description, don't know what I was trippin' about.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Baby Broomer posted:

Thanks for the feedback! After rereading the section, y'all are correct that KH says to make up a gently caress-ton of new monsters and cults, just not new Old Ones. I'm just inexperienced with Mythos gaming, and wanted to ask some vets.

Honestly though it's too easy to just use the Deep One's stats but slap on a different name and physical description, don't know what I was trippin' about.
Exactly, just vary some of the details at most. You can even have things be broadly affiliated - if the players think they're going to find fishmen and instead find some kind of hosed up tube-worm doing like Starro in DC comics, you might get an even stronger effect.

Baby Broomer
Feb 19, 2013
For sure, especially since contradiction and surprise is the name of the game. Taking to heart the idea of saving the true names of the Old Ones until deeper into the mystery. The plan, for now, is to have the game be a war between competing armageddons, both brought about by Shub-Niggurath; a coven of witches who worship Freyja the All-Mother versus a sex club who venerates Baphomet.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Anybody have leads on an adventure set during a labor strike or other socialist action? That's a big chunk of the teens and twenties, and it seems there's a lack of such settings.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Hebanon Games (Caleb Stokes of Red Markets and God's Teeth) has a bunch of scenarios set in Depression-era America

Moto42
Jul 14, 2006

:dukedog:
Sounds like a good chance to Operate Heavy Machinery.

Kavak
Aug 23, 2009


Is there a reason the Delta Green books use Wade-Giles so much? I know some Lovecraft terms are in it but I just saw the Qin Dynasty called the Ch'in Dynasty and I don't think anyone's done that since a decade before I was born.

RocknRollaAyatollah
Nov 26, 2008

Lipstick Apathy

Kavak posted:

Is there a reason the Delta Green books use Wade-Giles so much? I know some Lovecraft terms are in it but I just saw the Qin Dynasty called the Ch'in Dynasty and I don't think anyone's done that since a decade before I was born.

All the devs are old? Yeah, it's fallen out of favor but they're all laymen and aren't following an AP style guide.

Kavak
Aug 23, 2009


Pinyin's so ubiquitous now, though. You'd think an editor would point it out.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Kavak posted:

Pinyin's so ubiquitous now, though. You'd think an editor would point it out.
When you are undertaking the grim, horrifying work of being a Delta Green operative and laying it all on the line to horrifigrimly protect the thoughtless masses from the looming menace of the Mythos while destroying yourself in sixteen different ways, you don't have time to learn no CHICOM ORTHOGRAPHY. That's time you could spend TACTICALLY OPERATING.

Kavak
Aug 23, 2009


You joke but after that podcast where Detwiller defended the CIA overthrow of Allende I've always wondered if that was one of the reasons :tinfoil:

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Kavak posted:

You joke but after that podcast where Detwiller defended the CIA overthrow of Allende I've always wondered if that was one of the reasons :tinfoil:
While I am sure you could get a spittle-flecked speech about ChiComs leading to the hellish empire of Tsan-Chan from an in-universe Delta Green operative, the reason is probably more "crusty grog" than "a methodical effort to unleash Chiang."

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Detwiller is fairly political on his Twitter and I get a vibe he's very NatSec center-right Democrat Liberal, in spite of being an expat. Which totally makes sense for someone who contributed to a book with so many appendices about tradecraft and alphabet agencies and stuff.

mellonbread
Dec 20, 2017
New DG adventures by me

OIL AND VINEGAR - 1941. On the eve of WW2, Agents make a dangerous trade to clean up the Quabbin Reservoir. Inspired by the playtest scenario MILK AND HONEY by BurningHeron, and the classic Call of Cthulhu module Call of Duty

ROSEWOOD DOGSTAR - 1942. Following America's entry into the war against Japan, Agents investigate an industrial accident at a tank plant in Pennsylvania

SOCKEYE FEARMONGER - 1943. Agents investigate a Japanese archaeological dig in the Aleutians.

Given the choice, what would you dream about? - Present day. Agents struggle to remember how they got where they are, and what it is they were supposed to be doing.

Is it killing when I look to the other side? - Present day. A Russian mobster with worrying facial tattoos is shot dead during a failed child abduction.


All linked on my DG Page

SageNytell
Sep 28, 2008

<REDACT> THIS!
Rad, thank you!

KomradeX
Oct 29, 2011

So I'm thinking of running a one-shot of Fall of Delta Green and my idea so far is the PCs would be the crew of an M-48 in West Germany in December of 1959 where I figure they'll be on a training exercises in the Black Forest, when something happens Mythosy happens. I'm not exactly sure what it is yet, I was thinking maybe something along the lines of a Karotechia sorcerer wakes up 19 years after the end of the war to seek his vengeance along with a company of zombified SS men, with maybe half still being able to use weapons. Something like Fury meets Dead Snow. But I'm not sure if it should be something else. Plus I''ve been trying to find out what a tank crew would be armed with in 1959 so I was thinking I'd give the tank commander a M3 and the rest of the crew would have 1911s

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



KomradeX posted:

So I'm thinking of running a one-shot of Fall of Delta Green and my idea so far is the PCs would be the crew of an M-48 in West Germany in December of 1959 where I figure they'll be on a training exercises in the Black Forest, when something happens Mythosy happens. I'm not exactly sure what it is yet, I was thinking maybe something along the lines of a Karotechia sorcerer wakes up 19 years after the end of the war to seek his vengeance along with a company of zombified SS men, with maybe half still being able to use weapons. Something like Fury meets Dead Snow. But I'm not sure if it should be something else. Plus I''ve been trying to find out what a tank crew would be armed with in 1959 so I was thinking I'd give the tank commander a M3 and the rest of the crew would have 1911s

Yeah a grease gun or two sounds like just the thing. M14 was just introduced that year and probably not available to line units, so maybe a collapsible stock M1 or two as well?

Sounds like an awesome pulp-y scenario. Maybe add some shenanigans with a local village with some civilians to keep it from being a straight up monster hunt. A local glassmaker is head of a necromancer cult that is just generally Mythos-y and bumbles into resurrecting the Nazi Lich? Some innocents are imperiled?


E: if you want another angle for folks lost in the woods maybe check out The Ritual?

Owlbear Camus fucked around with this message at 19:02 on May 21, 2018

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LatwPIAT
Jun 6, 2011

KomradeX posted:

Plus I''ve been trying to find out what a tank crew would be armed with in 1959 so I was thinking I'd give the tank commander a M3 and the rest of the crew would have 1911s

Almost certainly M3s for everyone. It was the standard vehicle crew service arm. They could perhaps also have M1/M2 Carbines, but it's not very likely.

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