/r/DeltaGreenRPG
A community for fans of the Delta Green RPG and related fiction. Feel free to discuss anything pertaining to Delta Green.
A community for fans of the Delta Green RPG and related fiction. Feel free to discuss anything pertaining to Delta Green.
Please read the Guidelines for Post Submission before making a post.
Useful links and resources:
Delta Green: Need to Know (Quickstart Rules)
Delta Green Character Sheet (PDF, Fillable)
Fairfield Project (Fan-made but extensive wiki)
Hundreds of Pre-Generated Characters
Name Generator (People, Places, Things)
Black & White Maps (Search any location on Earth and export as an image)
Chaotisch Neutral (German Localization, Blog)
Delta Green (Reports, Characters, Blog)
Related Subreddits:
/r/DeltaGreenRPG
Due to my accidental improv and a oneshot subsequently turning into a campaign, an NPC who's the Agents' former handler is now... Immortal. He's a weary person who spent surprisingly many years with the Program, mostly working with whatever artifacts the Program had. At some point the guy broke and risked the Cell for an illusion of getting his family back, which an ancient book promised him. He's in DG hands now and is fairly cooperative, but knows his own sanity may not last long.
I'm kind of curious about your ideas for how the Program would handle it - there's a borderline insane person with tons of inner knowledge who can't be killed, and releasing whom poses a risk due to an undetermined unnatural source of his... situation.
Hi all!
You might remember me from my recent posts about //Rampart. It's a web-based agent sheet and character manager for Delta Green.
I've recently updated it to add one of the most requested features - support for having multiple agents! There's some other useful changes, including a new home page with agent selection as well as the ability to export and import raw agent data. More details on the changes are below.
As always, I love to read your feedback. Please let me know if you have any queries, comments or complaints.
I'm still working on it in my spare time, so progress isn't exactly fast, but I've got plenty I'm planning on doing, with my next targets being dark mode and a dice roller.
I'm new to DG, but a long-time GM. Absolutely fell in love with the concept and lore and splashed out on everything. I've just about finished designing a year-long campaign set in the 90s, where the players start out (unknown to them) as MAJESTIC operatives... channelling some hardcore conspiracy vibes because I think that's the heart of 90s DG, with its layers of revelations- hell its the title of the book!
I love the bond system, and I've always tried to incorporate NPCs that matter to players in my other campaigns- following the 'ol GM method of letting players' intentions come into play when they design their PCs. Now the classic thing to do is put bonds in danger, kidnap them, all that- but I wanted to hear stories of what other interesting takes people have had on bonds besides just home scenes- though cool home scenes might be interesting too!
As an example, one my DEA agent PCs, (and a big Narcos fan!) created a bond with a former escort in Mexico who is also under witness protection, and also has a romantic relationship with him. He's always wanted her to come to America, so the The Org (as MAJESTIC refers to themselves) has promised him to help in exchange for some 'operations' which have been very shady, like getting rid of a body, no questions asked and falsifying evidence. Now she's in America and he's committed to The Org, thus amping up the stakes for the reveal when he realises he's actually a baddie.
How about y'all?
So in my last game, my players had a good time but now I have one agent arrested for killing another, one agent being questioned by his superiors. How would the best way to handle things go? Can I even continue with this group or should the players make new agents? The player who was arrested is a known criminal and he just bare handed murdered a marine so I'm assuming there's no realistic way he's coming back. The mission was "music in a darkened room" and the house possessed him. The player whose superiors are involved is fbi and he was given a task to investigate Donnelly's death but it went out of hand. Any kind suggestions or ideas from the gallows?
Hey everybody! Do you guys have any book recommendations that have similar vibes to some DG scenarios? Maybe something similar to Tenebris Capra, or Jack Frost? Bonus points if there's an audio book version!
Edit: Thank you so much everyone!! I will be checking out all of these! So far, I've started listening to Annihilation and I LOVE it!
I like both of these scenarios, but they also both seem a little light on "stuff to do", and when I google it, that seems to be a common complaint and everyone wants to spice them up a bit. They also seem thematically similar enough that I think I could just jam them together and make the whole thing feel meatier.
My initial idea is "What if Wei and Singh were friends and/or roommates, Wei shared the Equation with Singh, and Singh used it to build the Button as a way to prove Wei's theory about the world?"
My thinking is that this results in a much more immediate threat to handle; The original vector is dead and so are his online friends, but Singh essentially translated the equation in a way that less educated people can "get it", and people are already trying to recreate the device, driving them to madness.
Is this a good idea, or would it overcomplicate the operation?
Highly recommend Fever House by Keith Rosson if you're looking for some Delta Green-esque fiction. It hits all the marks of a great DG op - shadowy conspiracies, unholy artifacts, dire consequences. Any one of the characters would make a great agent, friendly or other NPC.
Great read, and if you're interested in picking up a copy, might I suggest ordering from an independent bookstore? I'm sure they'd appreciate it.
I had an idea for a magical artifact: a potion that gives the drinker the ability to rewind time when they are killed, at the cost of disorientation and a SAN check. A man under the influence of Time-Mead can walk through a hail of bullets with only a slight flicker of hesitation, like a zoetrope. Subjectively, he will die a dozen times, only each time to feel the bullets go ripping out of his flesh and back into the guns of his enemies. In practical terms, the user is trading SAN for HP. I think it might be fun to introduce this in a scenario where the Agents must take down a person using time-mead. Besides using it yourself, there are ways to defeat someone — non-lethal means, or lethal traps you can’t evade easily, like a slow poison or a bomb on a plane.
Good Morning ya'll.
I am currently searching for the "Whatever Happened to Abby" Song from Phil Heart and the Heart Heps for the Impossible Landscapes Campaign, could anyone point me on the right direction?
Thank you in advance.
Hello! I made a post a couple weeks back on dming a play by post game set in the SCP universe using delta green rules. The response was good and after a few missions, I was curious about starting to transform it into a living world server.
Premise: DMs would serve as different site directors for handling mobile task forces (MTFs). These MTFs scour the world for the unnatural and contain and study them. This would be done with a group called the foundation. There will be a geopolitical component as other organizations also compete for the unnatural for their own means. If there's any interest in sharing this world with me, let me know and I'd love to discuss logistics. Have a good week.
Had a blast running LTL last weekend for some new players to DG (some of them with some Call of Cthulhu experience). Really enjoyed looking for stuff to flesh out Baughman's locker, and thought the inclusion of the Kurville Executable felt like it would be both fun and teach a valuable lesson about the danger of some DG artifacts.
So of course when they encounter a USB stick, they grab a laptop from the car and load it up. I handed the player a file card with a list of folders on it: state police reports, autopsy result, SIGINT analysis, etc and then at the bottom DO NOT OPEN.ZIP
As he opened that file immediately, I described the series of ZIP files as he went further in: A CELL CRITICAL, MUST HAVE CLEARANCE, NOT WORTH IT, and finally GOODBYE before the dreaded OMG!LOK!.exe
He and another character took a fair amount of physical and sanity damage before the remaining Agent shot the laptop, freeing them from their paralysis and seizures. Sadly, they then turned all the contents of the locker into their handler to dispose of.
Keen for any ideas to work the executable into the background of further games, if anyone's run anything featuring it as a minor background element?
Does anyone know if Delta Green titles will go ok sale on Black Friday either in their website or even better on Amazon? What happened last year a s where can one fond discounts?
The Agents find out that theirs is not the only organization to perceive the danger of the Unnatural.
Sorry, Honey, I Have To Take This features serious horror-play with comedic OOC, original/unpublished content, original musical scores and compelling narratives.
On whichever of platforms that you prefer:
[Apple - Sorry Honey, I Have To Take This](https://podcasts.apple.com/us/podcast/sorry-honey-i-have-to-take-this/id1639828653)
[Spotify - Sorry Honey, I Have To Take This](https://open.spotify.com/episode/4hQnNPVujDBqyC3mR9ftzN?si=3f8798b5dc0d4c51)
[Stitcher - Sorry Honey, I Have To Take This](https://www.stitcher.com/podcast/sorry-honey-i-have-to-take-this)
We post new episodes every other Wednesday @ 8am CST.
Please check it out and let us know what you think on [Twitter](https://twitter.com/SorryHoneyCast).
Hang with us on [Discord](https://discord.gg/C35Bbet9rX).
We also share media on [Instagram](https://www.instagram.com/sorryhoneypodcast)
We hope you like it :)
Greetings,
I've been reading through and planning on running Puppet Shows and Shadow Plays. I ran it before basically "as written". It went well, everyone had fun, but I want to do it better the second time around. As a result I have some questions and wanted to put out a general "how did you do it differently?" because often people have fantastic ideas I would have never considered.
Spoilers ahead.
My first question is: >! How did the Dischorder bury trucks cars and people so quickly? !< It seems to be one of those elements that is just left inexplicable, but I like how creepy and unnatural it is to just >! have a whole darn truck buried. !< I'm just asking because I know the question will come up, possibly out of character after the game, and it feels kind of like the answer is "because it's spooky and it justifies why the clues were not found by local authorities.". That feels kind of off to me.
My second question is: >! Has anyone handled the whole Coyote thing better? !< That whole thing feels kind of mildly disrespectful and "of it's time" like >! "The scenerio takes place on a reservation, so we have to have medicine men and animal spirits and we'll just make Coyote secretly Nyarlathotep!" !< I like the jurisdictional despute between tribal police and state police. I like the setting and want to highlight the unique culture of the reservation (having lived for a bit on one, but not an Apache one). I also like the tie in with >! Stephen Alzis. !< However, I also want to make sure things are realistic and respectful to Apache culture and religion.
My third question is: How did you make it less railroad-y and more investigative? I understand that a major theme of the scenario and part of the horror draws from the notion of "bigger shadowy forces are at work here." in the form of >! Nayarlathotep\Coyote, Mrs. Green, and Majestic 12. !< I mean, it's basically the title of the scenario "Puppet Shows and Shadow Plays". I like that, it's creepy and fun. However, a lot of that ends up feeling a bit like a railroad in practice, albeit a fun railroad but still a railroad. I have listened to the RPG Reanimators podcast on it and I like their notion of opening things up a little to allow players to have some more agency and investigation, but I am curious about how other people have done it.
My fourth question is: >! Santana !< just kind of comes out of nowhere. He's got an interesting history, but it's not something the player characters will see. Have you handled him differently? My plan is to have him be a thread Agents can investigate earlier in the scenario (before the >! Dischorder hijacks his body!< ) or having him be a friend of the >! Begay family !< and aid in trying to find their >! lost\stolen\dead sheep !< but he goes to ground when he hears feds are around, which makes him suspicious. I feel like I have that one answered, but I would like to hear how others handle him differently.
I like the scenerio a lot. It's a classic for a reason. However, because I like it so much that only makes the things I dislike stick out even more. So that's why I'm here looking for suggestions and tips (even tips unrelated to the questions above) in the hopes of making a really good scenerio even better.
I sense... a new episode of RPG Reanimators where we dissect and reanimate the scenario Presence by Shane Ivey! Nathan and Alex have run the scenario several times by now, and give their advice on running it as multiple-session or one-shot formats, and Holly and Lex give their input from the player side of the table. We also have their APs of this scenario listed on our It's Alive! Youtube channel (links in the show notes of the episode).
The episode should be available on most podcast platforms like Spotify, or you can access a direct link here. A player-friendly map of a final area can also be found here.
On the first Tuesday, my players snuck into ABC with Lynn Crystal Stone and just...kidnapped Thomas Iron Shirt. They successfully snuck him out, too.
There's so much story left, they haven't learned anything about the Karotechia, Galt is still a week away, etc. I've got no idea how to clue them in about The Karotechia, bc next they want to destroy the production facility. I'm probably just going to make it very difficult to acquire the necessary explosives, but do y'all have any other ideas?
One of my pc's started the game engaged to one of her bonds, and has so far managed to keep the relationship at a fairly healthy level. They think the next step during their next home scene is marriage, and I'm inclined to agree. This agent has been pretty friendly with Alzis, willingly handing over an unnatural artifact to him and treating him with respect laced with a healthy sense of fear. This amuses Alzis, who wants to give her a small gift to ensure her good faith, and ensure that he can bring her more and more into his orbit to play with.
So at the reception Alzis will show up and congratulate the happy couple and offer the agent a gift. I'm still debating what this should be but I'll put the ideas I do have below.
The Mundane Option: Alzis gifts her a beautiful gold watch. There's writing on it that is of no language the agent recognizes, and indeed one that there is scant historical reference to. An agent who digs into the watch will find little and must make a luck roll. On a fail, the agent becomes irrationally paranoid and fearful that the watch possesses some horrific power. Can they risk destroying it and unleashing it into the world? Can they give it Delta Green, who will be very interested in learning where they got it from, especially if they learn the agent is on good enough terms with Alzis to get gifts from him? They must roll a san check for helplessness or lose 1d4.
In actuality other then the lost language fragments the watch is entirely mundane and a beautiful piece of craftsmanship. If sold, an agent can gain a free Major expense acquisition, or they could gift it to a bond for an improvement.
Marriage Protection: The work of a Delta Green agent is rough, and keeping yourself alive, sane, and a supportive partner is near impossible. Alzis recognizes this. He gifts the agent a Jack in the box and tells them to play it when their marriage begins to break down. If the agent ever does so, the toy operates exactly as it should. The “Jack” looks suspiciously like their spouse, but perhaps it was custom made.
Later that day, the agent will receive a phone call. Their spouse was in a near fatal accident. Rushing to the hospital, they find them alive, but lacking any memory since right after their wedding day. Their bond can be reset to what it was at this time, no matter how low it has since fallen. The bond will need several months of physical therapy to fully recover, and this may affect their career as well. This could cost the agent significant expense to aid their partner. Regardless, knowing they nearly got their partner killed causes a san loss from helplessness of 1d8. They cannot project this onto their spouse but can on any other bond.
Attempting to play the Jack in the box again later leads it to react completely mundanely, and the toy that comes out is normal as well. This causes a san check for the unnatural, failure leading to the lose of a single point.
I'm partial to the second option and am leaning towards it, but interested in hearing what ideas others may have. I want it to be something that has some benefits since Alzis is playing the long game here, but also something that possesses some sinister undertones. Anyway, hope someone finds this a fun set piece to include in their own campaigns!
hi im just looking for the font that delta green uses for its logo for my home games.
Hi all
I'm thinking of running this, but probably not in the current form.
I like the military feel, and the setting.
But once the village is entered it looks like it runs a bit like a COD cut scene.
What mods can I make to allow my players in meaningful choices?
Thanks
Pretty simple, ive been planning to write up the final arc for my long running delta green campaign and wanted to tie it into Nyarlathotep and the cult of transcendence as the big bad in the final arc. I dont know much about it though and am pulling all my material from Call of Cthulhu but there isn't allot on the cult in particular. I saw they have a book called "Transcendence" available for preorder but I want to start the last arc in a few months, do we have any idea when this is coming out? It looks like its literally the perfect source to conclude the game, I would consider postponing the final arc if the book is releasing soon but there are no dates for any of them on the page. Any help would be appreciated, Id hate to pass up the perfect source book opportunity!
S cell goes to research the house on spooner street, Agent Sunrise finds many articles about the deaths and owners in the house. Samuel Deduces that things seem to circle around the original owners the Wheelers. Salem and Salvo call the assets provided by Agent Debra in the beginning of the briefing. Salvo contacts an antiques dealer to track down items from the Spooner residence and Salem gets a Professors Yarrow to come look at the house.
Salvo and Sunrise head to the house and talk to a neighbor about the house, meanwhile Salem and Samuel are stopped by the police and suspect Salem for battery and breaking and entering. Samuel and Salem meet Professor Yarrow who give them some bad advice of everyone being in separate rooms.
Everyone has an encounter within the house and keep looking around, Salvo notices that police cars keep checking on the house. Salem knocks over the fridge in the garage for not having beer in it. Salvo and Sunrise goes to check on the noise and find Salem in the Garage. Then the house seeks to possess Salem for having only 5 willpower and convinces him that both Salvo and Sunrise are members from the cult that kidnapped him, so he draws his gun. Salvo goes to tackle, gets shot but does tackle Salem and knocks the gun out of his hand. Sunrise grabs the gun and throws it into a storage room that causes it to shoot out a window that catches a police cruisers attention.
With Salvo on top, Salem over powers him and proceeds to beat Salvo to death. Samuel comes out with his gun drawn and sees Salem turning Salvo into paste as two police officers bust in with guns drawn. Salem comes to and tries to fight back but is arrested by the police and taken away. While Samuel's FBI superiors comes to ask why he is running an investigation that isn't authorized and with a known criminals.
The End.
Salvo watches as the police arrest Salem and Samuel is being questioned by other federal agents. He feels a hand on his shoulder as an old woman whispers in his ear.... "welcome home"......
----------
So this was my guys first romp into Delta Green and it was a complete cluster fuck. They loved it even though the worst possible thing could happen. It ended with drama and even though they don't know everything they would like to do some more
Hi, I'm currently prepping Operation Gold Top to run with my brand new players. I've never run Delta Green and want a few ideas of how to create the right atmosphere, how much extra information I need to prep and how to run the first encounter where the cult use a terrorist attack to steal something.
Any help would be greatly appreciated.
I just played Last Things Last and it was great, horribly creepy fun. This was my first Delta Green experience and to my surprise, my character actually lived! I have an idle question about Delta Green's operating procedure, though.
In our scenario, the ersatz-wife was still screaming after we burned her, so one of our team went down there to finish her off. This is almost certainly not what Delta Green would have had us do. If my character had called for backup instead, what would his handler have likely told him to do about the horribly burned, disfigured, and still screaming zombie down in a pit?
Would they have sent in some backup with more occult know-how to figure out how to end her for good?
Would they have told us to get a couple tons of quick-setting concrete, seal her in there for good, and then burn down the house, so whoever ends up with the house has to rebuild and will probably just dig a new septic tank?
Something else?
The game was set in 2016, in case that matters.
I recently ran Last Things Last for my DnD group and my players had an absolute blast. Now, I would like to introduce another unrelated group of friends to Delta Green with extensive Pathfinder 1E and 2E experience. LtL is of course an option for a scenario that I could run for them in the 5-6 hour window that I have planned but I loved adapting the outline and all the preparation so I'm looking at other shotguns as well. Has anyone run the following and if so, which was your favorite? Which one do you think is the best introduction to the Program for new players and which ones are too involved in lore to keep the plot digestable for the uninitiated?
Whereabouts Unknown: If running this one, I plan to adapt it such that the Friendly comes back through completely insane and the Agents need to talk her down to help close the portal before a Shambler (or other monster) comes through after.
Death is No Parentheses: Worry about being able to keep pace on this one with the time allowed but interested if anyone agrees.
The Button + Metamorphisis: Keep the pacing tight for the psychological horror during the Button, have Handler direct the Agents to stash the confiscated devices in a nearby Green Box, transition into the encounter with O-Cell.
Hazardous Waste: Seems like a fun scenario but curious if any of you have tried to introduce so much DG lore in a Session 1 with success or if the plot becomes too cluttered.
Any good ones that I missed that you recommend?
TIA :)
What are some of your faves shorter-medium length scenarios, have just got a new player in our group (they are familiar with DG I ran a one-shot with them before) and wanted to do a mission with them before going back onto my usual campaign plan.
What are some of your favorite missions that don't go on for too long, I'm already aware of a lot of official ones so id love to hear some fanmades, but im hearing it out anyway (we already ran victim and sweetness before)
Is the Fairfield Project wiki the best resource for all things DG or Is there something else I should be looking at?
I'm a first time handler, running 3 of my friends through Dead Letter. I'd say they're about half way through. One of my players messaged me the other day and said he might not be able to keep playing due to scheduling issues. Of course, I totally understand, life is like that sometimes. My question is, assuming my other agents want to keep going, how should I go about that as their handler?
My current idea is to make an NPC that goes with the party and follows their orders, no decision making at all. What do y'all think?
I’ve long wanted to run Iconoclasts, a challenging but in-my-opnion brilliant campaign. But so far I haven’t been able to pull together the resources (time, players, etc.) to make it happen.
Recently I was asked to run a one-shot over the Xmas holidays for some friends, the only specification being: “let us play stupid characters!” I figured the opening scenario for Iconoclasts fit the bill… sort of. It’s fun and there’s definitely a thematic incentive to play your characters like idiots who deserve to get torn apart by unnatural forces. But part of the appeal of the opening scenario is the turnaround of getting to play agents investigating and solving the problem that is created. And, almost 10 years on and here in Canada, I’m not sure the profile and resonance of ISIS is sufficient for players to really dig in.
Then I got to thinking… A Black Smoke Rising is about playing a bunch of lousy westerners out for a violence holiday in a crumbling state participating in a cultural/ethnic/economic progrom against an aged agent/scholar guarding a terrible secret… why not set it in America in 2028?
(Re)frame: With the economy in tatters, Trump’s deportation program is trying to drum up political support by letting god-fearing, country-loving Americans live out their violent anti-immigrant fantasies either by joining the cause (jobs!) or vicariously, watching immigrant takedowns, reality TV style, on PPV Netflix specials. The characters are lousy westerners (I think the basic stereotypes from the published campaign can all be reused) who’ve joined a citizen-militia arm of ICE recently created to meet the president’s 10(?) million illegal immigrant deportation quota in the run up to the 2028 election. Their target: a foreign-born academic, sorcerer, and ex-DG friendly newly retired from his position as a professor in Incan Architecture at the recently closed New College of Florida, living in a villa outside of Miami. Like Rassam, he studied early cultures, but closer to “home”, and worked with Delta Green against associated unnatural threats in the 70’s and 80’s. As the city/state/country tears itself apart around him, he reaches out to his old DG contacts in Washington to get the Father of War out of Miami and keep it out of the hands of the newly self-appointed Warden of Florida, Ron DeSantis… too late, as it turns out.
Obviously converting the entire campaign so that it takes place in a speculative future America would be a huge lift. But converting the opening scenario as described above shouldn’t be too much of a stretch, and a fun creative/imaginative project.
Thoughts?