[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: dgsplash.gif (26 KB, 619x422)
26 KB
26 KB GIF
Looking for some inspiration since I'm currently struggling to write up a decent scenario for my players.

Any recommendations for books and films that give that tone of paranoia and the inability to trust anyone? Looking for thrillers, stuff related to the mundane portions of Delta Green about lying to everyone and trying not to get caught doing illegal or amoral deeds.

Thought it might be good to rewatch Three days of the Condor/read the original Six days of the Condor book

Also DG general?
>>
bumping with pdf's
>>
>>
>>
>>49255099
Gravity's Rainbow
>>
>>49255562
I checked out the wikipedia page and it looks really cool! Thanks!
>>
There's books of DG stories, you know?
http://www.delta-green.com/games-and-fiction/

Also:
In Bruge
Reservoir Dogs
Ice Station Zebra
>>
>>49255878
Yeah, I've been reading some of the short stories. I was just hoping for some stuff outside of that. I love In Bruges, and I've heard good things about the other two.
>>
>>
Ronin was a problematic movie because it did just that: center on trust in the middle of a hailstorm of bullets.

I wouldn't recommend it as a movie although it does have masterful acting and direction, but the story is just too limited, too focused.

But this makes it perfect as a blueprint for DELTA GREEN. Substitute the robbery with a lab heist and replace greed with higher obligations e voila: it's about as DG as things can get.
>>
>>49256278
That sounds like just the kind of thing I'm looking for. Inspo for making moral conflicts and getting my players divided.
>>
>>49255099
On the lat thread an anon recommended me "outpost" and i´ve enjoyed pretty much, mayber "monsters dark continnent" and "true detective"
>>
>>49256302
true detective is good as fuck
>>
>>49255099
The Conversation
Invasion of the Bodysnatchers
The Thing
The Parallax View
The Machinist

For the sake of keeping the thread alive, anybody have any interesting ideas for using Tcho-Tcho in the modern day? I love the little guys but my players are starting to catch on pretty quick any time they have to go to the jungle or a weird new Asian restaurant pops up in town.
>>
>>49257672

Alot of anons made an idea of bees taking control of wiccans and using them for a sinister purpose
>>
>>49257692
You have it backwards.

Wiccans grow mighty enough to summon Shub Niggurath and use her power to take all the bees and put them in people to control them.

Also:
https://www.youtube.com/watch?v=NwlfTNNegd8
>>
>>49257813
I believe the narrator is down to his last bond...
https://www.youtube.com/watch?v=3NjqogEWqTA
>>
>>49257672
Maybe they could be third generation migrants in the states who rediscover their roots? It could start innocently enough, but the exposure to the unnatural ends up affecting them and they go bananas (or maybe even just appear normal on the surface while doing stuff in secret)
>>
>>49255099
Hillary Clinton speeches.
Donald Trump speeches.
>>
File: johnson.gif (1.96 MB, 480x268)
1.96 MB
1.96 MB GIF
>>49258282
Me too?
>>
>>49258058
That's good. They'd probably have to be orphans in that case, I doubt they'd be able to live normally if they had contact with the older generations.
>>
>>49258630
How about the original first generation migrants were orphaned after a DG operation in south-east Asia (that's where the tcho tcho are from, right? Correct me if I'm wrong) where a group was destroyed. Someone took pity on the kids and though they could try raise them like normal. Those kids grew up and had their own kids, and so on, and somewhere down the track the genetic memories were stirred again starting an American neo tcho tcho cult. I'm just riffing off the top of my head here haha
>>
>>49258865
That's a great vector into DG lore.

Have you read the Tcho-tcho hypothesis on Fairfieldproject about how they become what they eat? I really like that.

The big issue with Tcho-tcho for me has always been distinguishing them from Ghouls. For all intents and purposes they could just be tribal forest Ghouls and still cover all the angles.
>>
>>49258865
Yeah I was thinking pretty much the same thing. The adopted parent could even be an agent that was there during the raid that killed the real parents, the fact that he refused to kill the kids being the only thing keeping him from going over the edge all these years.
>>
>>49258967
I thought the main difference was that Ghouls are actually capable of retaining some level of humanity as long as they're fed. Isn't there a DG agent that became a ghoul at some point and still manages to be a pretty reliable contact?

Tcho-Tcho are complete psychos that are really only able to blend in in America by posing as aloof foreigners. They regularly serve human meat to unwitting customers when they open restaurants.
>>
>>49255562
>Gravity's Rainbow
>>49255598
>I checked out the wikipedia page and it looks really cool! Thanks!

lol
>>
>>49260320
Shh!
Let him find out himself.
>>
File: south park cthulhu.jpg (78 KB, 763x429)
78 KB
78 KB JPG
Not really "reading", but Delta Green has a twitter account that they post to occasionally. A lot of what they post are real news stories that sound like the intro to a new scenario. "River in Russia runs blood red for hours. Local nickle factory denies guilt" "The NSA's British base at the heart of U.S. targeted killing"

It's great for inspiring one shots.
>>
>>49260803
A lot of those links come from people on the mailing list. There's usually even more stuff to be had there.
>>
>>49260855
I've heard of the infamous mailing list. I need to join that.
>>
>>49260875
It's pretty good. A gem that I don't think ever got shared on the DG social media pages was an article about the history of custom built tanks used by Mexican drug cartels. It adds a nice new threat to any particularly well funded cults you might throw against the players.

The only downside is that my formerly tidy inbox got filled with something around 400 unread emails when discussion heated up back when the Kickstarter was active.
>>
>>49255099

True Detective is the ideal model for Delta Green
>>
>>49261039
No, dude.

It hits a nice tone, but it does not translate into a game at all. There's too few characters, too large time spans, not enough clues, and no professional fall from grace. The flashbacks from an interview setup works, but it structures your whole game because the report is already written.

What translates really well is the characters themselves, their perspective, personal struggle, shady past, powerlessness, all that fits perfectly. But DG has another layer of conspiracy and being compromised morally in a professional context. DG agents have to murder innocents sometimes and TD in no way goes there. They have to navigate a network of cells and green boxes that is completely unknown to them but directs every one of their steps until it leaves them entirely on their own to solve the problem.
>>
>>49255099
If you can track it down there's Rough Magick. It was a failed pilot for a British TV series which was as close to PISCES: The Show as we'll probably ever get.
>>
>>49255099
>Also DG general?
Got my book a while back.
Browsed and read through it.
Goddamn it's grim. I didn't read more than a third of it before setting it aside. Haven't had an opportunity to play it yet, but if run the same way it reads, it seems like a bad time.
>>
>>49255099
check out a few of the free premade scenarios.
I can tell you from experience that Music From a Darkened Room is amazing.
>>
File: 000032.jpg (110 KB, 1025x638)
110 KB
110 KB JPG
Bump
>>
>>49263874
I've had a great time so far. You can't keep up the grim all the time so there are moments of levity, especially if you okay with your friends. It gets really tense and frantic at times though, and if the GM is good you get some situations where you find it hard to say if you made the right call.
>>
>>49263917
Was honestly thinking of running it. Any advice from people who've done it before? Also I'm super confused as to why POWER is the defining stat for whether they get haunted. Shouldn't a higher mental fortitude mean they don't get as badly haunted or am I just over thinking?
>>
>>49264748
>>49263874
POW is the CoC stat, sadly. They changed it a bit in 7 where Luck is now random and no longer POW. DG is its own thing, but the old DG was based on the old CoC. And there POW sets Magic, Sanity, and Luck. Everything else used to be EDU for skills.

It is grim, that's why you need contrast: to let the grim and the scary take effect. If you just bully the players through mind shattering shit it will be hollow and with little impact. You need to establish stakes and make them matter to the players. So play that heart warming family scene as a real tear jerker, not an empty trope. "Dad, do the ants I burn go to heaven? You're never home!" Make the players want that back for real. So later it matters when the child runs away raving mad just when it's time for a night at the opera...

And not just Bonds, same goes for the civilians, the location, the hopes and dreams of ordinary people.

You need contrast!
>>
>>49265107
Do you think I could just ditch the POW dependent stuff and just go with what feels right for the mood as it changes? Start slow and ramp it up as it progresses?
>>
>>49265210
Sanity is the main dial to make the players feel the pressure. It ties into character backgrounds and story arc. Health is more like "That was a mistake, you're dead." while sanity is a slow decay staved off by sacrificing everyone you love to the job.

So no, you can't ditch it, it's the key mechanic of the game. And pretty much of any decent horror game. You can base sanity on INT, but why? It works as is. POW is just important in a horror game.
>>
>>49259158
>Isn't there a DG agent that became a ghoul at some point and still manages to be a pretty reliable contact?
I can't remember which book that was in but it was a great read. Pretty sure it's one of Greg Stolze's contributions.
>>
>>49265522
Sorry, I don't think I made myself clear. In the scenario you get different kind of haunting depending on your POW stat. I'm not taking away POW and SAN and all that. I just meant that basing the intensity of the unnatural moments on a PC's POW stat doesn't make sense to me. Just was wondering whether I could just play that stuff by ear and instead choose the intensity of the haunting based on the mood around the table, etc
>>
>>49255099
Not a book or film but Pathologic is one of the only games where NPCs can outright lie and deceive you in a somewhat non linear sense
>>
>>49266362
I'm so excited for the remake.
>>
>>49266291
Of course. Always!

See if the designer of the scenario had some specific intention. If that doesn't fit, change it.
>>
>>49265986

Jean Qualls is her name.
>>
>>49266504
What was wrong with the first make?
>>
>>49267213
Nothing. It's 90s all the way, in game and in context. The story doesn't work after 9/11. Reality got too crazy for DG.

They also did some nice stuff with the rules, but that's the least of it.
>>
>>49267250
Definitely looking forward to the case officers handbook (hopefully next year, or late this year). The original book had so much history and background and I can't wait to see what they've done with it in the meantime.
>>
>>49264748
three big things

First: From the start you need to decide how mean you are going to be. It should be scary as fuck but
if they don't have access to an Elder Sign spell the only way to 'succeed' is to murder someone. Decide if you want that to be a thing. Also, the clues to finding out about that success are little too vague imho, so drop hints with 'luck' or 'idea' rolls, it's not an 'easy' ending even if they get it.

2) Play to peoples misconceptions about how haunted houses work.
Trying to contact or placated the spirits will get you nothing. This isn't not really a haunted house, it's a temple to the Dark Man, that eats souls.

3) Despite this, finding out the history of the house is half the adventure, and the only way to deal with it. So you need to set out lines leading them to finding out more about the house, each of which is a chance to tell a mini horror story. Do this.

4) Play the house mean, and sneaky. Just using a POW roll to possess someone and have them kill themselves is boring.
Use illusions, have them get calls from their leads that are fake. The House fucking lies to them, and as the GM this means you need to lie to your players.
While playing the house, follow John Wick advice. (don't forget point 1 though, and don't forget why John Wick gives that advice, you're players should want to be pulled into the drama and horror you are creating).
>>
>>49267434
So a bit more on the subject of lies.

So most of the times these lies will be the House doing something. It's an NPC lying, not you. Don't make that too clear at first but if they do as stuff like "did my phone really ring" etc, have them find out evidence that yes it did. Or if it's an illusion in the house, after you fool them (or almost do) let them stumble onto the fact their being lied to within the Story, so they can start being on the look out for it. You'll need this later.

But don't spoil all the houses powers too quick, pulling of the phone calls only later is good. Because you've provided an example that there can be illusions, lies within the narrative, after this play the lies totally straight. This is what they see, this is the voice calling them. They might start thinking it's a lie, but that's on them. Paranoia baby. But always after the fact they can possibly find the truth, so the lie is still within the narrative, not from you.

Now that you've established that there's lies within the narrative, you can lie with the game.

So there are quite a few points in the game where you can just flat kill a character quick. If it's a oneshot, just run with those, but if you want a campaign, take a bit more care.
Have one of those things fail. Give them a 'close call'. Roll some dice then lie to them. Because you're willing to kill them, but they need to know that you're willing to kill them before you start doing it.

Now there are some points where they might do something stupid, and the adventure says to kill them. If they did something stupid, kill them.

Also, shift where they find information from where is says in the adventure if it fits your story better. Saying "you find nothing" is fucking boring, say "you don't find what you are looking for, but" and dropping information keeps the story going forward.
>>
>>49267694
Of course that's the nice thing to do, If you want to be mean about it go "You don't find what you are looking for, AND FURTHERMORE" and drop more trouble in their lap.
The answer they need is somewhere in that trouble.
>>
>>49267694
I'd only narrate something wrong if the player failed a san check recently. That should be everyone.
>>
>>49267434
>>49267694
>>49267724
Thank you for all this excellent advice! I will definitely take all of it into consideration, and probably use most of it.
>>
>>49267401

It's been renamed to Delta Green: The Roleplaying Game or something similar.
>>
File: bprd.jpg (31 KB, 600x349)
31 KB
31 KB JPG
The B.P.R.D. comic book series is probably pretty good for Delta Green inspiration. It's at a way different power level and tone, but it has strong elements of ~relatively~ normal people struggling against unimaginable forces in battles that don't favour their side.
>>
File: 000482.jpg (45 KB, 600x540)
45 KB
45 KB JPG
>>49268579

It definitely gets the bleak aspect, but everyone knows about the monsters. It would make a good End Times type setting, but I guess you could take bits and pieces for a game.
>>
>>49268810
Yeah, it's certainly not a secret war anymore haha
>>
Been looking for some untraditional imagery to work into my campaigns, I'll post what I've got.

Wyntus and friends, if you're reading this, stop here.

///
My next chapter takes place during the disestablishment of Delta Green and PISCES and a few other higher-echelon groups, after the party has fled to Europe. I've done away with the alien angle for PISCES, the collapse rather being just shitty practice and out-of-control ambition. Looking for inspo for that particular brand of high aristocrat horror, I'll post what I've got.
>>
>>49269329
>>
File: ancient_germania.jpg (824 KB, 1964x1619)
824 KB
824 KB JPG
>>49269329
World War Cthulhu might have useful materials. Cthulhu Britannica is pretty detailed.

I haven't read much yet, but Dracula Dossier looks phenomenal.

Stross' Jennifer Morgue has a nice perspective on European services in the opening and Fuller Memorandum does dark history right.

Utopia 2x01 might be worth a viewing. but it will spoil series 1 entirely.
>>
>>49269329
So is this set just after the fuck up in south east asia leading to going underground? Or is this set in more recent times? Interested to hear what caused it!
>>
>>
>>49269767
Set in 1966/7. Player actions have accelerated events a bit, and added more things to the mixture. On top of that, the players were pretty familiar with the mythos so I went and built a whole other cosmology from the ground-up, with some influence from older authors and other enlightenment-era occultism (Chambers, Machen), as well as some lesser-known Lovecraft, to really unbalance them. It's been great so far.

>>49269745
Can't find Cthulhu Britannica anywhere! I'll keep looking.

I've never actually cracked Laundry or Utopia but it might come in handy at some point. Thanks for the rec. If Utopia is as good as I hear, spoiling it won't ruin much of the goodness.
>>
>>49271200
Oh shit, that sounds awesome! If you can spare the time I'd love to know more about it
>>
>>49271298
Lord Dunsany and The Willows were also big ones, what with their big and mysterious Gods and questionable malice, intent only really horrible if you dwell on it. There's plenty of real horror in the aftermaths, though.

I've never actually fully articulated the whole thing, fearing it might put forward things which are deeply alien as rather concrete, but some bullet points are:
- The Gods are mostly extraplanar, dipping into the real world, of conscious beings, to get certain things done they can't get done other places. This includes seeding symbolic lands, imparting, giving birth, meeting other gods with certainty, cultivating acolytes (nearly all of which aren't human, but other godspawn, unsuccessful or half-breed semi-bipeds), and hosting psychic festivals. 1968 is a special year.
- Pan/Baphomet/Banebdjedet is real, and lived in Scotland, but is now roaming free after the players razed his goat island. He is very old and knows what's happening.
- Yaldabaoth/Saklas is in the process of being called to our space because Armageddon used to mean revelation and most of the gods and their creatures want to be there to see it, so they're slithering out of every shape and sign and symbol they can before the Age of Aquarius dawns on all of us at the same time.
- Depending on what happens, Yaldabaoth might yawn and wake up the gloomy pantheon which up to this point has ignored it and its various planar offspring and adjacents, sending the players and much of earth to a dreamland made of tree meat and other god dreams
>>
>>49272566
>>
>>49268858
>haha
This is the sort of person we're sharing a website with these days.
>>
>>49255099
My advice? Listen to Art Bell's shit. His radio show was so long running that dealt with really obscure conspiracy theory shit. Build on that.
>>
>>49273019
Sorry, I'll make sure to write "kek"next time
>>
File: The Last Show.pdf (152 KB, PDF)
152 KB
152 KB PDF
>>
File: Utopia Experiment.jpg (91 KB, 809x522)
91 KB
91 KB JPG
>>49271200
>spoiling it won't ruin much of the goodness
It wouldn't impede the remarkable cinematography and editing. But it will take away those pressing question of why and how. And when it's not the audience catching up, but just the characters, then they seem less relatable.

2x01 is an artsy recap of what happened before. It's stunning TV. But if you intend to watch it all, watch it in order.

http://www.dailymotion.com/video/x24eyt5_utopia-s02e01-hdtv-x264-tla_shortfilms
>>
>>49273527
Why not just end your sentence with a period?
>>
>>49255099
Try "The Objective", "Enemy" and "Siccario"
>>
>>49274273
Interesting but I feel like I'm supposed to have background knowledge.
>>
I've been working out this idea for a DG/possible CoC tie in scenario about Carcosa breaking out on a movie set.

Basically the writer/director somehow got his hands on a few excerpts of the King in Yellow play and was inspired to make a Victorian period piece based on what he read. Naturally over the course of the shoot he begins to lose it and the set starts merging with Carcosa eventually leading to the death/disappearance of the entire cast and crew.

Ideally this would be a two part scenario where the players are cast and crew members on the set and later the DG agents sent in to figure out what happened but I don't want to give myself too much work right out of the gate.

Anybody have any ideas on how I could flesh this out a little more?
>>
>>49281409
Just evoke that feeling in your players and you're done.
>>
>>49281451
I feel like I've read into a scenario like that some time ago. 1920s Hollywood, King in Yellow, yadda yadda yadda. It left a good impression. But not a detailed one. And it was probably for CoC.
>>
>>49281535
Shit really? You remember the name of it? Last thing I want to do is finish writing this thing and find out there's an identical scenario out there.
>>
>>49282093
Different anon but I know that there was a book released for Trail(I think?) about horrors in Filmland. Might find some ideas there
>>
>>49255099
Every character in Evangelion is at some point sabotaging himself and/or their coworkers.
At one point it's also got several concurrent conspiracies, which all fall apart due to the selfishness, instability and general incompetence of the people involved.
>>
>>49282380
DG Senior High
Cell 21
>Bonds are sexual interests
>>
File: 00005.jpg (605 KB, 2277x3200)
605 KB
605 KB JPG
Bump
>>
File: 1458349568647.jpg (176 KB, 900x675)
176 KB
176 KB JPG
>>49272625
>>
File: 1464066127974.png (678 KB, 989x677)
678 KB
678 KB PNG
>>49283430
>>
>>49281451
That's a neat idea. Did you end up finding the similar scenario?
>>
>>49284799
I did some very light digging and didn't come up with anything. Worst case scenario I'll just end up writing the DG side of the investigation in which case does anyone know anything about how a shady Hollywood producer might go about covering up a film that turned into a complete disaster?

Alternatively I'm thinking of maybe making the producer go full scumbag and try to make some money off of the disaster however he can, spinning a "cursed crew" narrative to hype it up while trying to get a movie cut together from whatever existing footage there is, inadvertently spreading the KiY infection to editing houses and crews he hired to do reshoots.
>>
>>49285404

Or even worse, once the first movie crew disappears, the producer goes full cultist and spreads it on purpose.
>>
>>49285567
I was thinking it might actually be more interesting, or less predictable, if he was doing it solely out of greed but it would make sense that he would eventually be overcome by the play's influence.
>>
>>49285753

Definitely less predictable, but the longer he avoids Carcosa, the more likely he'll go mad, in my opinion.
>>
>>49257672

So the problem with Tcho-Tcho in the modern day is that it's kind of hard to get away with the "evil ethnic group" aspect without coming across, well, racist. That said, Delta Green is ALL ABOUT addressing contemporary issues through the lens of the Cthulhu Mythos so having to deal with the highly-charged political atmosphere around racial minorities could make a fantastic conflict and tension.

Let's say you've got a "Little Cambodia" neighbourhood in the town that the Tcho-Tcho are operating out of; coming down on that place with a SWAT team and rooting out everyone with a certain tribal identity is something the Program simply CANNOT get away with any more. You could do it in the 20's with the Innsmouth raid, but not any more; it gets way easier for that to look like the government is waging war on immigrants when everyone has a smartphone. That means if the players want to dismantle the cult operating under the Cambodian restaurant, they HAVE to do it dirty, illegitimate and nasty.
>>
>>49286204

While I'm thinking about it, the mission could have a time limit where the agents have to prevent the first audience screening. By that point the producer would have lost all his marbles and the movie would be strong enough to take anyone who viewed it to Carcosa by the time the credits roll.
>>
>>49281451

Here's how I would do it: blur the lines between fiction and reality.

Spend a GOOD CHUNK of pre-Weirdness time setting up what normal life is like for the characters. Let them have some scenes with their Bonds. Use these scenes to seed certain objects, phrases, imagery or other ideas that connect the player to their home life (granddad's silver clock, the smell of thyme on your wife's hands when she comes in from the herb garden). As the Weird increases, bring those elements into it; you smell thyme on skeletal hands, hear the sound of silver ticking. Then have some more Bond scenes that have been contaminated by the Weird and so on.
>>
>>49286547
That definitely seems like the best way to handle KiY stuff, not just in this scenario, but in new DG in general.
>>
>>49286420
This is a good point I hadn't really considered, and one that could make any culturally savvy Tcho-Tcho cult in the West very dangerous.
>>
>>49287456

Imagine if the Tcho-Tcho came to the attention of Black Lives Matter or some allegorical civil rights group. That's your interference for this scenario, a bunch of noisy activists drawing waaay too much media attention to the investigation
>>
>>49286420
>>49287737

These are both really great ideas and I'm totally going to steal them off you. How much do you think the agents could get away with? Especially considering how we've had officers shoot African American men and women and get a slap on the wrist like suspension with pay.
>>
>>49287899
Worst case scenario the agents go full black op and pose as right wing militants.
>>
>>49287899
Terrorism. The answer to everything is terrorism
>>
>>49255433
>choke up and fall into a corpse-acid-bath
That is both sad, horrifying and hilarious at the same time.
>>
>>49288944
>sad, horrifying and hilarious
That's pretty much Delta Green in three words.
>>
>>49288944
>>
so, last week my players got through their first encounter with the "enemy"
The "enemy" was two cops, on the payroll of a bunch of ghouls, and they were tailing them.
Players already knew the local law enforcement were under the payroll of the ghouls so they got through their first cop-murder. In the broad daylight, next to the road just outside of the city limits.
I'm not entirely sure they will survive until they meet an actual ghoul
>>
>>49290441
I hope you bring the hammer down hard on them. Hard to imagine not having a huge investigation over that irl.
>>
File: DeltaGreenCondensed.jpg (335 KB, 763x1000)
335 KB
335 KB JPG
The DG Green Box generator is well worth a visit as inspiration:

http://www.palinola.com/projects/lab/greenbox/

"This was Delta Green's term for a private-storage area used for storing useful supplies. Ideally, each major city had a Green Box where departing agents could drop off valuable resources, which future teams would access as needed."
>>
>>49290481
right now they on the run, there are helicopters and everything plus they got a head start. But one of them got a serious san loss when basically executed the bleeding out cops with a shotgun.
Anyway, they got away with their vehicle for the moment, rigged it up so it will burn down later and allegedly nobody seen their face good enough when it happened (they burned down the police car too)
Anyway the next few session will be probably they try to get away from the cops, and do damage control, but if they do it right they can get away with it. But they are the player characters so I won't count on that.
>>
>>49290619
Damn, your players are rough as fuck. The worst our group did the last two scenarios (we rotate GM every so often, so I had a go being a player) was black bag kidnap someone and interrogate them. That's some next level violence.
>>
>>49292203
well, they want to kidnapp one of the possible ghouls (they don't know yet if it is a ghoul or not who acts like a human with the consume likeness spell)
Although they made plans for bombing the whole building just in case.

Thankfully I've spoke them down from spraying withi radioactive izotopes random corpses and see where they turn up, because there is a nuclear powerpalnt nearby and if they detect such thing they would go full panic mode and that's way more attention that they need.
Although the bombing of the nuclear plant also passed their head as a thought
>>
>>49292535
>bombing of the nuclear plant
I'd love to see them try explain that one to A-cell/their handler
>>
>>49292565
Whatever it takes to get the job done, right?
>>
>>49292565
well, they really at the beginning of the whole thing now, and it's just three of them against the whole New Orleans DeMonte Clan
>>
>>49292565

A-Cell would drop them so hard the agents would have whiplash.
>>
For a group so determined to stop Cuthulu, evil X-files, and anything that bumps in the night, DG makes for good villains.
Has anyone done a MST3k of a DG watching an ep of Supernatural?
>>
So, I brought this up in a previous thread but..

The Case of Charles Dexter Ward ends with a massive loose end; Willet accidentally summons up something (let's call it 118 for reference, since that was the number on the jar of essential salts it came from). When Willet faints, 118 leaves him a note explaining how to destroy Curwen's body in such a way as to prevent ressurrection and then it sets out to destroy Curwen's co-conspirators in Prague and Romania. Willet then destroys Curwen.

The problem is that it's not clear who or what 118 is - and what happens now an ancient magical THING (probably some kind of sorceror) is left wandering around in 1920's Europe.

What would you do with this loose end?
>>
>>49294427
The thing might be incorporating mechanical parts into itself as it falls apart. Would explain why it would approach DG and ask for help in exchange for info
>>
>>49294416
Delta Green fanbase is more populated by old beards than the modern YouTube crowd.
>>
>>49294416
>randomly throwing shit together for teh lulz
I'd rather keep DG DG and leave The Great Cthulhu in Lovecraft's fiction, the NINE seasons of X-Files on TV, anything that GOES bump in the night under the bed, MST3k before Rifftrax, and I won't even touch Supernatural until I know that they all sex the devil out of each other in the end.

DG is playing James Bond MacGyver the Exorcist Vigilante of errors, but with tragic b-plot. Without that last bit it would be self serving wish fulfillment.
>>
>>49295475
This. If you aren't scrambling and even in victory losing a bit of yourself, you aren't playing it right
>>
>>49294427
I'd probably make 118 either a big antagonist or a mysterious informant based on what the agents are up to at the time. Digging into 118's history would be a cool little Easter egg for any players familiar with the story.
>>
I'm probably going to run the shotgun scenario, Good Intentions (http://fairfieldproject.wikidot.com/good-intentions) for my players this week (been having writer's block so pregen it is!). I want to flesh it out a little and expand on the setting and characters a bit, maybe add some more stuff to it. Would anyone have any ideas/advice for stuff I might want to consider? It's a fairly straightforward scenario.
>>
>>49298890
what's the tl;dr version of the scenario?
>>
>>49299046
Green box gets broken into and looted by a conspiracy theorist university student who found out about Delta Green. Took an artifact. Your cell has to go investigate. When you find him, his room mate is dead and he's a mess. The artifact is dangerous.

Also he records a video about his findings while wearing a Guy Fawkes mask which fucked me up so much. He definitely browses /x/
>>
>>49299121
His videos are obviously being uploaded to the YouTube version of that paranormal show that DG keeps running into. The only problem is that he keeps uploading as he and the artifact act out. So what starts off as rants about lizardmen running the world becomes him trying to get as many people as possible to watch his one man performance of The King in Yellow
>>
How do players handle getting their hands on game-changer tech? Like fungus tech or easily mass prod human sci fi tech like jetpacks? Is it a duty for DM's to status quo them?
>You now have to fight off daily M12 attacks for as long as you have X. The 7th fight is with a group of different MI.6 James Bonds. The 10th is what's left of you under attack by Mission Impossible. The 11th you get trapped in a cornfield and they send Galactus.
>>
>>49301135
I don't even...
>>
>>49301209
Ever played DG with DND players who love using expys?
"What does phantasmal force translate into?"
"I dunno? Personal hallucination?"
>>
>>49301234
Are you just inserting random words?
>>
>>49301135

SAN loss. SAN loss up the ass.

Stuff that advanced is so far beyond our understanding that it basically can't be mass produced by humans, so that's not the concern. The problem comes more from, well, we don't understand it (CAN'T understand it) so we inevitably are going to fuck up when using it and make things worse.

"Oh we got a pew pew laser gun! haha let's shoot things" Except the pew pew laser gun isn't a pew pew laser gun, the closest approximation to what it is/does in human language is that it's a zero-point energy generator that works by essentially erasing the space between your target and Azathoth and the nuclear chaos does the work for you.

Nyarlthotep notices that shit. Azathoth might wake up because of that shit. And the background radiation of Azathoth is fucking WEIRD.
>>
>>49255099
Go and read Foucault's Pendulum by Umberto Eco. It'll keep you up at night questioning the validity of all your assumptions.
>>
For a first mission, how do I get the agents together? Do I just go
>Y'all were called by your bosses to drop everything and take part into a JTTF; now you're in a café in Duluth, with a package addressed to Ivan Russel, with directives from A-cell inside what do?
>>
>>49301405

Start in medias res as much as possible ("you've all been briefed, you all know each other") to get around the inevitable I DONT TRUST YOU and I QUESTION EVERYTHING IN THE BRIEFING that players will trot out. Hit the ground running as far possible by going "Okay, here's the place, here's the thing you need to do, roll some fucking dice"
>>
>>49301444
So a better introduction would be
>You've known each other a week. Told your spouses that you're on a teambuilding seminar. The four of you are sitting in the bus station in Springfield, MA, sitting over steaming cups of shitty coffee. You know exactly why you're here. People need to die. And you were given the dubious honour of their execution. Three of them. Good luck, JANNISARY-cell. You'll need it. The first lives in Great Barrington. The second, in Holyoke. The third, in Chicopee. Where'd you like to go first?
>>
>>49301291
Well, but also, there shouldn't be a pew pew laser. We don't need a laser gun. We have normal guns. Hell, maybe the super weapon is a normal gun. Or it looks like one. A revolve, let's say. Kind of old fashioned. You point it at someone and they disappear. No sound, no blood, no corpse. Usual SAN effects for violence, maybe a little less than a normal gun, mild supernatural SAN effects. And that's all there is to it, a great weapon for a DG operative since there's no cleanup. Or maybe that's not all there is to it, because someone got curious and opened up the barrel. And then everyone, everything, that the gun had shot appears right there in that room. Nothing changed, no memory of the intervening time. Or at least, nothing apparent changed.

>Nyarlthotep notices that shit. Azathoth might wake up because of that shit.
Throwing named Mythos characters at the party just cheapens them and tells the players what they're up against. Do it very very rarely, or never.
>>
>>49301514
It's good. But the players are gonna ask you tons of pointless questions about those three places. Try instead:
>You've known each other a week. Told your spouses that you're on a teambuilding seminar. The four of you are sitting in the bus station in Chicopee, MA, sitting over steaming cups of shitty coffee. You know exactly why you're here. People need to die. And you were given the dubious honour of their execution. Three of them. Good luck, JANNISARY-cell. You'll need it. The first lives in Great Barrington. The second, in Holyoke. The third, here in Chicopee. That should be his bus there, rounding the corner.
>>
>>49301234
>>49301135
Generally it's your duty as the GM to keep it out of the status quo, but if something does appear, and you can make it seem insidious, gradual, so much the better. Are there specific issues you're having in your game?
>>
>>49301626
Thanks anon!
>>
>>49301444
Would you recommend starting in media res for almost all scenarios? A lot of the ones the GM before me ran started with were you were when you got the call/email.
>>
>>49301798
*where were you when you got the call/email?
>>
>>49301798
I would, but sometimes, especially when you need to do a shorter session or there are players missing, it's a good idea to do something where there's no action to be in the middle of. Perhaps a couple agents are at home, or in the park, or they just happened to see each other in the street. Or it can be "where you were when you got the call". Flashbacks are great to contrast hellishness to what you used to have, what you used to be. And it's important to have not just scenes but entire sessions that remind you what you fight for.
>>
I'm thinking of just cribbing the plot of Kill List and just transposing it to Western Massachusetts (being the guy who posted the Great Barrington/Chicopee/Holyoke intro. I do not want to do the ending of Kill List for the first session because (ok this is actually a spoiler for Kill List, so if you haven't seen it don't mouseover.) that doesn't allow for further sessions .
What would be a better antagonist?
>An anti-natalist cult whose Heaven's Gate-style ritual suicides of small cells will """"accidentally"""" bring something fuckhorrifying into the world?
>A heroin trafficking gang whose newest product has...interesting effects on human anatomy?
>Or something altogether more mundane? A pagan cult that kills willing supplicants a la The Lottery in order to get a good harvest?
>>
>>49301930

It can depend, obviously. If you're going for a longer form campaign, it's pretty crucial to have those intro "normalcy" scenes to attach to the characters, establish their Bonds, and offer more contrast to the unspeakable weirdness. Okay, sure, make those little vignette mini-scenes.

In a one-shot or a mini-campaign, it's way more important to keep the pace going which means you should do everything you can to trim the fat and reduce the opportunity for players to "BUT MY CHARACTER" and bog everything down. (I mean, you can never totally erase that behaviour but you can minimise risk).

>>49301514
>>49301626

Hell, if you wanna get REAL DEEP in medias res?

Start them standing over the corpse of the first victim. Blood's on their hands. They're under no illusions about this being morally justified work, nothing clean.

>"You were told to kill this guy, and you did. You knew going into it that he wasn't.. normal. Not human, entirely. You had a briefing, but it didn't quite cover everything. Maybe they didn't know everything about the.. changes people like him go through. But they DO know that there are more like him.."
>>
>>49302090
>Start them standing over the corpse of the first victim.
Awww nice. I may just use that.
>>
>>49302044
>A heroin trafficking gang
I'm a sucker for starting players up against things that seem realistic. Pagan cults might be a thing that actually exists, but they're rare enough that most people don't encounter them, and murdery ones are pretty unheard of.

>whose newest product has...interesting effects on human anatomy?
Anatomy is big and obvious. You could keep it to psychological effects, but ones that could perhaps just be mundane drug effects. Something like in the Hounds of Tindalos, but don't go that far with it yet. Instead, plant a seed that you can water and nurture in later adventures, for a harvest farther into the future.

That's what I'd do anyway.

>>49302090
Ah, yeah my advice is oriented towards longer campaigns since that's what I have experience with.

That deep media res is, I think, robbing too much player agency. It works for novels, even visual novels, but it works less well when there's a player saying "if this is me, I wouldn't do that". It's much better to set up the situation where they do it themselves. Not that it can't work, but I think my players would be pretty put off by it, and I imagine many others would too.
>>
>>49302125

>If this is me, I wouldn't do that

I think there is that argument, but the counter of it would be that having that scene would establish narratively that your character is INVOLVED in the killing even if they're not necessarily the one who pulls the trigger. Maybe leave that side of things up to the player; ask them "which one of you stabbed him? Which one of you was lookout? Who had NO IDEA what the others were planning?" and so on. So, there's room for the guy who wants to play the techie to be like "M-M-MUH CHARACTER" and you go "fine nerd, you were the getaway driver". But honestly, if they were players who are going to MUH CHARACTER over getting their hands dirty, the fuck are they doing playing Delta Green, right?
>>
>>49302125
>I'm a sucker for starting players up against things that seem realistic
And it fits especially because that area of western mass has a substantial heroin problem
>You could keep it to psychological effects, but ones that could perhaps just be mundane drug effects.
I could do something a bit unpleasant- once you've taken the product, you see the exact fashion in which people are going to die, but not where nor when, for the 2d6 hours that the drug effects you.
Or like you hear the voice of your dead mother asking you to open the door of your house and let her in, kinda like how a female anglerfish uses its lure. Open the door, you feel something- it's like an especially cold gust of wind- and now that thing is in your house. It talks to you. Talks through the pictures you have of her. Convincing you that it's the ghost of your mother. Waiting. Until deep at night she appears in the clothes you remember her wearing the strongest, sitting by your bed and petting your hair, and first you're afraid but soon are lulled back to sleep by her soft and calm voice. Then a mouth, starting from between her eyes and ending somewhere in that gingham dress opens horizontally, with deep, far too deep ovals of teeth, and you're inside mommy again.
>>
>>49301539

>Usual SAN effects for violence, maybe less than a normal gun.

In the new rules, "gun that makes people go poof vanish bye-bye" is DEFINITELY a SAN check against Unnatural rather than Violence or Helplessness. (Which means nobody gets acclimatised to it, which is nice).

But, DG isn't known for making regular use of that kind of shit. They don't trust it, in part because of how much of a poison pill MJ-12 got when they were using Grey tech. They use Mythos/Freaky shit verry sparingly, usually in a "because the only other alternative is to nuke Tennessee" sort of context.
>>
>>49302181
Yeah, that's a good idea. Asking for roles undercuts some of the power of in media res though. I'd simplify it to "before we start, which of you just killed a man?" and sort the rest of the details out later.

>But honestly, if they were players who are going to MUH CHARACTER over getting their hands dirty, the fuck are they doing playing Delta Green, right?
It's not really a game about committing cold-blooded murder, primarily. People can like it for different reasons. They could even be there just going along with the group's desires. And, look, they're just starting. They'll become hard motherfuckers. But they don't all want to start hard. The descent into it is a huge part of Delta Green.

>>49302229
I don't think it's just the west. I worked in Nantucket for a summer, tons of it on the island. Although I'm not a regular of yankeeland, I suspect it's all over that area.

>you see the exact fashion in which people are going to die
Gruesome to be sure, but I don't know how I'd build on it.

>dead mother
I like it. Just, don't tell the players all that you just told us. Have it recounted in bits and pieces to the players. You can have someone whose mother isn't dead, to reinforce the weirdness, but better yet: Someone is looking for his mother, because she isn't dead and he loves her and he wants to make sure that what he saw was just a trip. But then she is dead. She died recently, and if you do the math, it turns out she died right about when he shot up. Maybe a coincidence. But coincidences are a dangerous thing to believe in.
>>
>>49302181

The OTHER counter to that argument is that you use the "MUH CHARACTER" as a way to justify how fucked up and SAN rending the person in question was. Use it as an opportunity to establish something about the character that WOULD make them kill a man.

>"Yes, your character ISN'T a cold-blooded murderer. Yes, they're a peace loving, cat-cuddling sweet heart. AND YET when you saw what this motherfucker had in his basement, you gained a sudden appreciation for quality kitchenware. Good, sharp kitchenware."
>BUT MUH CHARACTER TOO COOLGUY
>"Until he saw the thing in the basement."

You get my drift with that, yeah? I mean, at some point players have to surrender aspects of freedom just to make the game fucking happen. Like, if you had a Delta Green game about being feds and one player sat down and said I WANNA PLAY A FIVE YEAR OLD GIRL, you would have to explain to them that five year old girl isn't a very fitting character concept.
>>
>>49302309
You're right, definitely Unnatural. But not a lot of sanity loss. Little enough that the players might use it. And of course the bosses wouldn't approve, but if players have it, they may use it anyway, because not all players are cautious.

>>49302372
Yeah. I don't think I have the skills to pull it off, for me it works better to exert a softer touch over a longer period of time. But if it would work for you and with your players though, then cool.
>>
How would people feel about trying to keep a DG general going? We're not as big a player base as other systems, but I find the advice and stories on here really help my GMíng, as well as being more niche than simply CoC
>>
>>49302673

We did have the broader Yog-Sothothery generals for a few months, so it might be better to just relaunch under that banner, with a focus on Delta Green. But it's up to whoever starts another thread after this one dies.
>>
>>49302673
Generals are pointless.

Make a DG OP with a topic about a real game when there is no thread. Generals and canned topics are a plague.
>>
>>49302745
Yeah, that was cancer, son.
>>
>>49302755
>>49302785
Fair, I'll just post if I have something I want to ask or share. It does make more sense on second though, and probably helps avoid shitposting like all the other generals.
>>
File: 1472544532399.jpg (326 KB, 620x497)
326 KB
326 KB JPG
>>49274273
I'm not sure how to feel about this.
>>
File: fred.jpg (98 KB, 1071x564)
98 KB
98 KB JPG
>>49303433
Neither. Whenever I read it I feel like I'm missing something. Interesting story though. My favourite definitely Potential Recruit by Greg Stolze in Alien Intelligence.
>>
>>49303665
I looked up the King in Yellow after reading it and have a slightly better idea of what went on, but not enough.
>>
>>49302355
Herion is making a huge comeback. In my town alone at least 5 teens have died in the past two years from ODing. One of those kids graduated with me, so shit hits hard. I'm located just outside of NYC.
>>
I've been ruminating since the last thread on the possible connections between Wiccans, colony collapse disorder, and The Dark Goat. One anon was saying that perhaps the Wiccans are encouraging the worker bees to abandon their hives to colony their bodies. This will create living beehives. Now, what if it wasn't just colonization of the Wiccans' bodies? What if they were kidnapping people and forcing them to be colonized? This could create hybrids, hive mind drones led about by pheromones, or fully aware and functioning hives. That last one has some interesting aspects to it because, due to occult fuckery, the honey produced in these hives could be narcotic and produce highs that almost seem prophetic. Some of the younger Wiccans have been selling Mothers Honey in the local communities, which could be traced back to the Wiccans. Could start an intergenerational schism as the younger, more capitalistic sect fight for control with the older hippy ideals sect. Or they are using honey to corrupt populations into joining the hivemind by lacing it with the Dark Mother's Milk.

Any ideas or thoughts?
>>
>>49304154
I feel like dumping the players in the middle of a secret war between two factions of witches could be a real fucking juicy scenario
>>
what is the book of life?
>>
>>49305548
A beautifully animated movie?
>>
>>49305923
I mean the book of life in Delta Green.
>>
>>49305548
>>49305923
>>49305969

Uh, which book of life do you mean? Like, the BIBLICAL book of life, in which the names of all those who will be saved, who will leave forever in heaven with god, are written?

I would say that THAT book of life would probably come up in a Delta Green context via Dreams In The Witch-House, because Keziah Mason was said to have "signed her name in the Black Book of Azathoth" as part of her worship of Nyarlathotep.
>>
>>49306912
There is allegedly some kind of book of life which lists every person's time of death.
At least that's what I gathered from the short novel "The Corn King" where Fairfield says he knows when he will die because he seen it in the book of life.

Then again, Fairfield is kind of crazy and religious....
>>
is there any kind of list/summary or something for known magic spells?
>>
>>49307028

I've not read that one, but that might be a reference to The Black Book - or, as you say, Fairfield just using religious imagery to process something else.
>>
>>49307079
Spells are usually specific to a scenario, just like in CoC.

They are never of the utility DnD spells tend to embody. Sorcerers don't have a toolbox but a few very specific keys to reality that only fit the one situation. Spells summon one specific entity, mesmerize victims under overly defined conditions, or merely gain some insight. It's plot magic, never combat magic.

Taken out of context most of those spells are pretty useless, some are game breakingly powerful, and they always have a costly price to pay.

CoC7 is making the effort to compile a magic book but the issues remain.

If you're writing a scenario then custom build your magic for the situation. If you try to introduce something from a collection it may easily be disproportionate.

And the lore features no coherent spellcasting. It's always mysterious, unreliable, and dangerous.
>>
>>49307189
he said this while threatening another guy, who was NRO delta and fairfield knew that he will be the one who will come for him and kill him. He also said that while he can't kill him now he won't tell him if he (the would be killer) will die that day.
>>
>>49307268
yeah but sometimes in scenarios I see that at the list of npcs that XY npc knows this and that spell. And nowhere it is mentioned how that spell works or what can it do. Just the name.
And in the DG rulebooks I can't find any spell description with the exception of the really specific ones
>>
>>49307325
Name specific instances of this, generalizer. The spells are in the scenarios.
>>
>>49307350
example: in the targets of opportunity DG book there is one M-EPIC agent, Phillipe Labonte who has the following spells listed under him:

Call Forth Winged One (Summon/Bind Byakhee)
Create Barrier of Naach-Tith
Eibon’s Wheel of Mist
Elder Sign
Enchant Knife
Enchant Whistle
Nyhargo Dirge
Voorish Sign

none of them describe, same with most of the other characters in the book
>>
>>49307427
I think that they are on the basic CoC book
>>
>>49307427

Yeah, that's because (old)Delta Green is a setting book for Call of Cthulhu so it just has setting info: the spells are are in CoC
>>
>>49307641
ehh... fuck...
>>
How do I describe the sort of thing (ie a video) that will have even the mildest and least violent agent in the cell prepared to torture someone to death? Sorta-
>You put the dvd marked "Susie's Sixth Birthday Party" into the player. You've always thought of yourself as someone who isn't particularly affected by violence, seeing as you're an FBI analyst, and you see dismembered women and burnt men all the time in your line of work. But you've never seen anything like this. Especially nothing like this done to a kid. You involuntarily vomit onto the floor. Tears well up in your eyes. Roll for SAN
>>
>>49309143
be vague, don't be too specific. Mention just a few details in an off-hand fashion and to make it absurd in contrast.
>>
>>49309235
>off-hand fashion
So, like
"You see, among other things in the following five minutes, every bone in a girl's body, a girl who couldn't be older than ten, being broken, systematically, from the toes upwards."
>make it absurd in contrast
In contrast to what? Absurd how?
>>
>>49309268
>In contrast to what? Absurd how?
like
>You see, among other things in the following five minutes, every bone in a girl's body, a girl who couldn't be older than ten, being broken, systematically, from the toes upwards.
>You will never see at a toothbrush in the same way anymore...
>>
>>49255099
totally interested in running a delta green game, but I don't know yet how many of my players will be interested.

Does it mainly support modern settings, or could this be adapted for Space and or Historical?
>>
>>49290613
>The complete print of the original cut of Fritz Lang's Metropolis, including the "lost for ever" scenes. Including an unreleased scene where a ghostly figure in tattered robes overlooks the fall of the city. The figure is coloured in yellow on the film itself and will appear on the screen in yellow. Despite the film being black and white.

fuck my life, I have no idea what kinda bearing that has on the game itself, but if I found this in a secret weapons cache I'd be stoked as fuck
>>
>>49302044
The heroin gang is definitely the most interesting of the three I think. Maybe they can manufacture enough of the drug that they can justify using it both for profit and as a torture technique to intimidate rival gangs. Take a little and you get a fucking wild high and a few boils that you swear start pulsing every time you don't use for a while, get force fed a huge dose because you tried to move in on the gang's turf and you get to experience the feeling of your body turning itself inside out.

You would even have an excuse to include a bit similar to the scene in the movie where they find the footage.
>>
>>49310503
Awesome. Will do.
>>
File: home made mortar.png (144 KB, 480x800)
144 KB
144 KB PNG
>>49261015
It's shit like this that I love. Narcos tanks, shop-made guns, technicals, IEDs, Barricades and other things that 'self sufficient' militant groups can and do make in real life. THis stuff could be perfect for the foes tha tnew delta green puts in front of us! Imagine trying to suppress occult factions with in a riot simmilar to those that happened in Ukraine. Trying to crush the Freaks while not inciting the civilians who are caught up in the froth to greater acts of violence.
>>
>>49290619
If they didn't take out the cars black box they're fucked. At least that was how one of my characters got fucked in shadowrun.
>>
>>49302673
Occasional threads like this a fine, but good discussion is way too sporadic to justify having a general. Back during the DG Kickstarter when we had a new thread every day or two they always wound up devolving into people posting vaguely DG flavored images once the talking points dried up. I love DG and it would be great if there were enough people in the threads to have a constant flow of scenario ideas and lore discussion but there are like 20 people on /tg/ that talk about DG and that's not enough to keep things rolling when the ones that want to brainstorm scenarios aren't around.
>>
>>49310703
as you can guess from the shotgun execution and the burning down everything approach they were through in that manner
>>
>>49309525
There is a 60s + 70s line in the works.

The earliest history of DG begins just after WW2 with Roswell. Innsmouth is the prologue.

I believe there is an astronaut scenario being designed right now.

Generally DG is not an old conspiracy, but who knows, it could always have been the Templars, Kali worshippers, or the original order of assassins.

It is specifically made for you to come up with your own behind-the-scenes ideas whenever you want and keep everything ambiguous if you don't.

I wouldn't take it too far out of the 20th Century either way. 1880 - 2030 is about the scope of where DG makes sense and its base tension of conspiracy and blue halo work. Of course you can have a Victorian society of monster hunters, but it would be a different flavor and may I suggest Pulp Cthulhu by Gaslight or Spirit of the Century? Mechanically all you'd have to do is adjust the skill list. But the flavors wouldn't mesh.
>>
>>49310764
that and shittalking the kickstarter
>>
>>49304154
Space Mead is a thing in CoC and I feel like it would be a wasted opportunity to not include it somehow.
>>
>>49310764
Well, there also was Vitualoptim trollposting every 2 minutes for a month.
>>
>>49310825
>I wouldn't take it too far out of the 20th Century either way
well, there is Cthulhutech... or are we still not talking about that one?
>>
>>49310861
Not here anyway. Might as well mention FATAL.
>>
>>49310911
well, as bad as fatal is, it's mostly the rules on that part. For Cthulhutech it's the fluff that is really baad. With the rape factories and everything
>>
File: cluster access.png (1.09 MB, 897x976)
1.09 MB
1.09 MB PNG
>>49310941
I never minded the actual fluff. It's exploitative and not my flavor of existentialism, but that's okay.

What I did mind was the Derleth approach of explaining things. It completely ignores the Lovecraft fascination with finding the infinite abyss in the crack of our familiar world in favor of clearly defined opposition that is impossible to overcome.

And for that approach something like Degenesis is much more to my liking.
>>
>>49310861
always wanted to look into C-Tech, but haven't gotten around to it

>>49310825
thanks for the heads up -- I'm still going to look into this, but I would have loved to have ran a spooktacular space adventure
>>
>>49309143
Effectively describing violence in writing is always about finding the right spot between being specific enough to not glance over it while not being so descriptive that it becomes cheap or gratuitous. Focus more on little details and how the scene makes the person seeing it feel.

For the burned child example instead of saying "the kid burned to death" focus in on one or two specific things; blackened skin peeling away to red, still smoldering patches of hair, whether or not it's clear that the kid passed out from smoke inhalation before the flames got to him and then move on to the analyst wondering what kind of person could let this happen, hoping it was quick and knowing that they'll never be able to get the image out of their head.
>>
>>49309762
>I have no idea what kinda bearing that has on the game itself
In short, horrible things are right around the corner.
>>
On the most recent Undpeakable podcast the DG boys mentioned including Burroughs' Interspace in the new DG book. I'm only familiar with it in the context of the film adaptation of Naked Lunch but it seems like it could be a really interesting, more grounded alternative to the Dreamlands.

Is there anybody here more familiar with Burroughs who could speculate how to use this in DG?
>>
File: metropolis_large_html.jpg (321 KB, 550x1208)
321 KB
321 KB JPG
>>49311293
so there's theories about this that preexist or am I being bamboozled?

further explanation is requested at this time
>>
>>49310827
>>49310855
There was that, but there was also two or three threads mostly dominated by someone posting dad rock lyrics over military pictures which got old pretty fast.

Point is, if we run out of stuff to talk about I don't see the point in keeping the thread going.
>>
>>49311146
Anything up to a Mars mission will totally work. Full on Expanse might be out of context a little, better focus on that setting instead of making it DG somehow.
>>
>>49311436
It's just the DG interpretation of the King in Yellow. Read up on it and the Metropolis thing will make more sense.
>>
>>49311495
You just didn't get the 90s, son.
>>
>>49311531
danke

I was mostly interested in spoopy theory about one of my favorite films, but that lead is proving to be quite intriguing in and of itself.
>>
File: 1464118752128.png (2.16 MB, 1920x1200)
2.16 MB
2.16 MB PNG
>>49311495
>mostly dominated by someone posting dad rock lyrics over military pictures which got old pretty fast.
and that's bad because... ?
>>
I actually made me a playlist and put the images from the thread in the audio files so the player displays them.

It's pretty neat if you imagine it as a mixtape left over from the days when some former colleague still had a social life that is stuck in the cell's ride's stereo, bringing up uncomfortable memories with every track.

Still better than AM.
>>
>>49311642
It got old pretty fast.
>>
>>49312008
So how do you react when you don't get the last word?
>>
>>49312228
You asked what the problem is when I said what my problem with it is in the post you quoted, what else do you want?
>>
>>49312616
a soft bed, a few kind words and unlimited power.
>>
>>49311495
I see what you mean about the threads getting utterly fucking banal.
>>
>>49310861
I mean, THat's not Delta green. be it good or bad, It's a space-opera level rage against the old ones. IIRC, at least.
>>
>>49311598
Yeah the KiY stuff is one of my favorite parts of DG. It's such a good take on the original material and it's a really good, weird contrast to the usual cosmic horror the setting draws from.

They briefly mentioned their plans for the Falling Towers campaign book on the most recent Unspeakable and I'm really hyped for it.
>>
File: 1464119394572.png (1.24 MB, 1240x827)
1.24 MB
1.24 MB PNG
>>
I would recommend watching Stranger Things

Set the campaign in the 80's. No cell phones means it's easier to build tension and isolation. Plus you can see how many pop culture references you can sneak in.

Small Town USA. An MJ12 op has just screwed the pooch in a big way and let something otherworldly loose on this small community. The PCs are given cover identities and have one week to find the beast, kill it and clean up MJ12's mess before Majestic figures out that Delta Green is even there.
>>
>>49255099
>Any recommendations for books and films that give that tone of paranoia and the inability to trust anyone?
The Objective.

it's the best Delta Green movie but the producers didn't knew that they made a Delta Green movie
>>
>>49316596
You might want to check out Dog Soldiers. It features a highly intelligent enemy fighting a well coordinated group that has no idea what the fuck is going on and needs to learn on the fly.
>>
>http://www.protodimension.com/zine/?page_id=101

Anybody ever hear of this? It's an e-zine in a similar vein as Unspeakable Oath mostly geared toward a game I've never heard of called Dark Conspiracy but they have a decent amount of scenarios and seeds for CoC and Unknown Armies. Looks like lots of stuff that would be easy to port over to DG.
>>
>>49316596

The 2008 movie? Or is there another?
>>
So one of my players made a new character. He wanted it to be a police officer. I said it might be easier to be a detective, since uniformed officers probably won't be able to get off work easily to go do delta green stuff. He was very insistent on being a uniformed police officer. What do? I don't want to make the game a bad time by fucking him over with bureaucracy and office politics, but I can't imagine it working irl (I said regular police officers would probably be friendlies)
>>
>>49321087
That's when you really turn the screws on him. Wants to dick around in other places? Better make sure his CO doesn't find out. Make sure he understands the limits of his office and how it will effect his personal life. Otherwise, go nuts.
>>
>>49311642
>>49315987
did anybody ever do one of these with alice in chains' rooster
>>
>>49321433
or soundgarden's black hole sun
>>
>>49321087
Make sure he gets that beat cops don't get a lot of time off and getting fired risks a surprisingly large amount of SAN loss from helplessness.
>>
>>49321731
How much do you reckon? d10/d12? Or would that be too much?
>>
>>49321288
>>49321731
and yeah, I feel like even if I try soften the blows, it's going to be fairly difficult and risky to even get out on a mission for him
>>
>>49322114
I just checked the Agent's Handbook and it's actually not much at all. 0/1 to be exact, but Delta Green doesn't have much use for an unemployed beat cop even as a friendly. Unless he managed to get some seriously valuable information before he was fired it's likely A-Cell would cut contact entirely once he is no longer an asset.
>>
File: p190374_d_v8_aa[1].jpg (133 KB, 960x1440)
133 KB
133 KB JPG
>>49319206
that's the one, I'm not aware of anything else by that name
>>
>>49321087
>I don't want to make the game a bad time by fucking him over with bureaucracy and office politics
anon. That's the GOOD part.

Also: he is sent to "training" which could be a few weeks or a month.
He can be "suspended" which obviously not good for a career but if the "investigation" they make against him is just a cover up that's a lot of time also.
etc. etc.
be creative
>>
>>49322332
once you are in, you won't get out of Delta Green. You might retire from active duty but you are still in.
I mean if you got in that means you already knew about some serious shit.
>>
Thank you to everyone that recommended Stranger Things. It might not be Delta Green, but holy shit it's a good series.
>>
File: stranger things ost.jpg (65 KB, 500x500)
65 KB
65 KB JPG
>>49324085
It's a game changer.

I mean True Detective s1 was phenomenal, but Stranger Things really digs deep on so much genre and the history of horror, there's never been anything like it. The closest comparison I could find is Super 8, but it's not close at all when you consider how much gets referenced and developed in Stranger Things.

The greatest fun I had, besides the obviously magnificent craft, is in the character roles. The nerd gets killed while the virgin has sex. The strong men are all 3 women leading their men through trials of confidence to action showdowns.

It serves up all the right tropes, but it has found ways to make them hold true in our new world without ever getting trite or contrived.

And from a purely /tg/ point of view, Stranger Things is THE first show that manages to incorporate DnD both as a trope and as a crucial story element without ever becoming patronizing or a parody. I liked Carlos the Dwarf on Freaks and Geeks, but it was just one episode, and it still dealt with roleplayers as social outcasts, even if it reversed that role. Stranger Things at no point uses DnD to underline the nerdiness of the main characters from an outside perspective. They get bullied, but not for roleplaying. And avoiding that cheap shot is also a first.
>>
So, something which has always bugged me about mythos tomes is how they're obviously mythos tomes.

Practically field guides to the mythos and all that.

So, instead I've been doing the occasional reworking of tomes and grimoires to try and make them something that doesn't necessarily scream "Ancient squid gods are real!"

I've done The Book of Eibon, and the Cultes Des Ghouls, and now I present De Vermis Mysteriis, and the Pnakotic Manuscripts:

>While in prison, awaiting his execution for heresy, the Flemish conspiracy theorist and self-proclaimed alchemist, Ludwig Prinn wrote this manifesto, describing his ideology and "revealing the secret masters of the world."
>Smuggled out of prison shortly before his death, the work was edited for clarity and printed at the press of Eucharius Cervicornus. The church surpressed it shortly thereafter, and most were destroyed.
>The ideology set down by Prinn was that many of the powerful figures of his day had been replaced by/were controlled by/had always been a race of serpent-like sorcerers from the dawn of time. People replaced by these serpent men included both Martin Luther and Pope Paul III (who were apparently working together in a plan to turn men from God), as well as many rulers across Europe. This, rather unsurprisingly, led to charges of heresy, blasphemy, trason, and just about every other crime they could pin on him. To Prinn, this was proof that he was right, and as a consequence much of the work consists of insults and insinuations against his accusers.
>The text would be useless except as an example of the kind of conspiracy theories people can come up with, and how there's nothing new under the sun; except that when he's not listing the various infiltrators and agents, Prinn records the history of the serpent man race.
>>
>>49325546
>Disturbingly, much of this is accurate to what is now known of the serpent people. He records the serpent men as a formerly noble race who ruled a great Thalassocracy called Valusia, ruled by a cabal of priests-cum-scientists. The empire thrived, and their science of alchemy managed to bestow upon them immortality and immunity to disease.
>Valusia's end came, according to Prinn, when a black demon of sloth and indolence (Commony identified with Tsathoggua, although Nyarlathotep is another option. Prinn believed it to be the devil himself.) This demon taught the serpent men the art of sorcery, which they used to expand their empire, and enslaved the ancestors of mankind.
>Angered by their turn to sorcery, God cursed the serpent men, driving them to madness and degeneracy, until they became the snakes that crawled upon the earth. Their former slaves were given God's blessing, and became the masters of the world.
>The few surviving serpent men were said to be demon worshipping sorcerers who went into hibernation with their dark master, until mankind had surpassed their Empire's glory (which Prinn dated to sometime in the 5th century.) Then they emerged from their slumber, filled with hatred for the race which surpassed them, and they worked to take over and destroy from within.
>Much of this history is accurate, although twisted through Prinn's medieval viewpoint. The work can provide the reader with a kind of "Cliff Notes" on the rise and fall of the Serpent People, although it can lead to paranoia and a belief in the Queen having been replaced by snake-men in the unstable.
>>
>>49325560
>The Pnakotic Manuscripts

>The Pnakotic Manuscripts are a 15th century translation of a philosophical poem, originally written by an ancient Pre-Socratic philosopher named Pnakotus (Itself a translation of Pnekotys -- "Breath of Kotys -- referring to the Thracian equivalent of Persephone.)
>Originally titled Peri Physeos, ("On Nature," a common title for ancient philosophical works) the text was renamed the Pnakotic Manuscripts by its translator, a scholar fleeing the fall of Constantinople in 1453.
>In the poem's narrative, Pnakotus travels beyond the known world to commune with a god identified as Thoth, who reveals the nature of the universe. Many of these are in line with the beliefs of later philosophers, but are worth describing:
>- A non-geocentric model of the Universe, but like later Pythagoreans, Thoth describes the sun as reflection of the Central Fire, the Hearth-altar of the Universe; which he also describes as the Azathoth ("The Power of Thoth.")
>- The Central Fire being the source of the entire universe, by emitting a substance the ancient Philosophers dubbed Apeiron, and that Thoth calls Eidos-thoth ("The Form of Thoth.")
>- From this substance, the celestial spheres were formed, including both Earth and Antikhthon -- the Counter-Earth.
>After this, Thoth then departs from any notion of natural science, for he describes this world inhabited by beings he dubs the Great Winged-Ones, who came to teach the ancients (specifically the ancient Greeks) wisdom, until they were overthrown (an event he links to the myths of the Titanomachy)
>The poem ends with Thoth commanding Pnakotus to go out and reveal to others what he saw, which results in Pnakotus forming a philosophical school.
>>
>>49325546
Very nice.
And yes, that's how you do it.

Same with creatures. You don't narrate 3 ghouls of SIZ human+3. You describe huge unwieldy limbs which smell of rot, uncannily human beast features, a hushed language of clicks and whistles, moans, and ancient words of no human tongue. You focus on soil and decay, funeral traditions, and large things moving beneath the surface.

Never name your horrors, be they creature, book, or whatever. Describe them instead.
>>
>>49273019
oh u
>>
>>49278336
that or just he should end his life
>>
Threshold

>>49325743
>>49326108
Meta talk kills threads.
Stop it!
>>
>>49326227
That is not dead which can eternal lie, And with strange aeons even death may die
>>
>>49325660
Thanks.

But I will say, even if you name them, do it in a way that keeps them vague and alien.
>>
>>49323150
Well yeah, it's not like you're gonna get anything revoked, but A-Cell does cut contact with agents that have worn out their usefulness and unless you keep stay in touch with your cell there's really nothing you can do but go solo at that point.
>>
>>49326374
but if you are kicked out of the police that doesn't mean you stop being useful.
>>
>>49326422
It means your ability to appropriate police recourses for DG purposes is severely reduced, especially if the cop in question is younger, less experienced or for whatever other reason didn't have much pull to begin with.

I'm not saying he's utterly useless after being fired and should be blacklisted immediately but if I were Alphonse I'd start considering other options.
>>
>>49326500
entirely depends of what he did beforehand. I mean if he proed to be very useful and purged a few unspeakable things then just because of the experience and knowledge he has they will keep him for "rainy days" or even help him get some job where he can be way more useful (but not necessarily happier)

Plus if all else fails then there is always the B-cell
>>
>>49327897
True, but if the player in question is so intent on playing a beat cop in DG I'd assume that he would get bent out of shape if he wound up doing anything other than playing a beat cop in DG.

Maybe I've just had bad players though.
>>
>>49328163
don't worry, we all had.
DG is like animal porn or life. It's not for everyone
>>
>>49255878
>Reservoir Dogs
Is this just a "tone is kind of right even though there are no supernatural elements" thing?
>>
How would you define the tones of the following games, and how much do you think those tones overlap?

>Call of Cthulhu
>Delta Green
>Mage: The Awakening
>Unknown Armies
>>
>>49316051
Welp, I think I have my Delta Green campaign now.

What are the odds of this turning into Miami Vice + Cthulhu?
>>
>>49328464
Yes and no.

There are no supernatural elements. But the tone is more than just kinda right. It is a teachable example of a team dynamic undercut by mistrust and then taken to extremes.

If none of your agents ever tried to torture one another then you might not be doing it right. Could be an MJ-12 functionary, could be a DG retiree, could be a fellow agent from your cell...
>>
What is the correct response to
>So we found a bunch of missing persons in this guy's basement and we're pretty sure two of them are pregnant with some sort of demon. What do?
Is it kill all of them and burn the house down?
>>
>>49328493
Don't know much about Mage. Narratively I haven't experienced WoD as very creative, more of a class structure in an overly defined setting

CoC is primarily 1920s and classically structured. It works best for one shots although there are large campaigns. The primary dials are sanity and luck, with health more of a rail to keep players from going in head on. The flavor is literary horror stories.

DG is modern and brings lore designed to enable long campaigns. Dead or mad agents get replaced, missions keep coming in, and secrecy is paramount. It also uses the social network of agents as a rule defined size in character decay, adding to sanity and the less relevant luck (which you can't spend in DG). It follows more of a mission structure.

UA is playing cultists. It's madness is not a decay away from PC, but a change that has upsides and downsides. It is very detailed and probably the best personality simulator among the sanity mechanics available. The world is awesome! It undermines everything with harebrained pop culture rumors in an endless anthropocentric bid for dominance among the insane.

You should also mention Pulp Cthulhu and Laundry.

Pulp Cthulhu is basically CoC but with modifications that make it survivable and heroic. You can play the same scenarios in a totally different tone. Here storming the front becomes a viable option.

Laundry is old CoC mechanics with a few fluff additions. It's big selling point is the excellent setting by Charles Stross. The game is also mission centered and episodal, with structured downtime activities much like DG's vignettes. But the tone has more levity. The adventures are more random and less bleak (although they can be). And you get to say "I'm on Her Majesty's Secret Service" if you want. Usually you just flash your warrant card and tell a plausible lie.
>>
>>49328755

Burn the house down but take the people to the police, after taking the pregnant ones to a clinic.
>>
>>49328755
It's
>Let's see if we can do anything before we decide to kill everyone and burn the house down.
It has to come from the players!
>>
>>49328950
UA sounds awesome. I'm the OP here, looking for inspiration for that kind of thing now (though I imagine it has some overlap with this, I didn't want to hijack this thread): >>49329023
>>
>>49329099
There is a beta rules document that was released to backers which contains the new rules. They changed quite a bit.

The original setting is extremely 90s in tone by design. The new release will progress that to a modern setting with all new schools of magick and a cataclysmic event that marks the change.

There is some implied overlap between DG's and UA's fluff: New York City. The occult underground in Manhattan sounds a lot like The Fate from DG. They can't be, the cosmology is entirely contradictory. It's just a flavor thing. But it's fun.

And you can easily place NPCs who believe themselves to be in their setting when in fact they're in the other between DG and UA.
>>
>>49328493
>CoC
Normal people facing supernatural horrors. More in line tonally with traditional Lovecraft and cosmic horror stories. Most scenarios are structured as survival horror or murder mysteries. If played by the book the game tends to be extremely unforgiving. Death comes quick and TPKs are to be expected.

>DG
Modern conspiracy horror born from the question "How can we make the constant need for new characters in a CoC campaign from becoming absurd?" Trained professionals trying to keep supernatural horrors out of the public eye often at great personal costs. Through they draw form the same source material, DG offers some refreshing takes on the Mythos and can play to a wider variety of horror than CoC. It is entirely possible to have a CoC one shot become the lead in to a DG campaign. DG has always been about personal sacrifice, moral choices and how the stress of the job affects the PCs but the new books seem to be doubling down on the bleakness. Perhaps even moreso than CoC, Delta Green's MO is "losing is fun".

>Mage
Never played it but from what I understand it's similar to Unknown Armies but much less weird.

>UA
Draws heavily from conspiracy theories and the spiritualist revival of the 90s and early 2000s, jokingly referred to as "Cosmic Bumfights" or "Quentin Tarantino's Call of Cthulhu" and whose main source of horror is "You did it". If DG is a trained operator fighting a hopeless battle against alien monstrosities, UA is a magick (always with a K) alcoholic walking out of a fight with the living embodiment of the collective unconscious idea of The Demagogue because he's too drunk to realize taking a few bullets to the chest should hurt. UA is all about obsessive weirdos fighting a secret war to see who gets to reshape the next iteration of humanity. There are no monsters or aliens, just people and the power of their desires. It's one of the most interesting and challenging to run games I've ever come across.
>>
Are F.E.A.R. operatives DG, or DG affiliated?
>>
>>49330190
They're probably closer to MJ-12 than anything else.
>>
>>49330044
Will it be "always with a k" in the new edition, I wonder? It's not the '90s anymore. Not everybody thinks Phil Hine is the hottest shit on the block.
>>
>>49330352
They took special care to illuminate a lot of agencies and contractors that are not cops or feds of any shape. The thing is it limits your scope radically. It's hard to park a FEMA truck in front of a hospital without causing a panic. And a CDC evaluator will not be granted access to police files. The virtue of feds is that they stick their nose into everything everywhere without causing much surprise.

It goes even further though. You can play in other countries, as US agents abroad, or as part of an international conspiracy. What, you thought MJ-12 never traveled?
>>
>>49272566
This is done awesome stuff! I like it a lot.
>>
>>49330352
If I remember right the only reason legitimate mages spelled it with a K was to scare off mundanes who still took Crowley seriously and blend in with Overground occultists. The only difference now is that magick with a K is laughed at by all but those same Overground losers so the results are pretty much the same. I doubt there would be much reason to change.
>>
>>49286420
Alright, here's a brief scenario summary I threw together based on this.

A cult mostly made of of second and third generation Tcho-Tcho open a restaurant in the expanding Little Cambodia section of Wherever, USA. A group of white supremacists from a neighborhood that is being assimilated into Little Cambodia get pissed and start vandalizing/protesting the expansion into their neighborhood, starting with the Tcho-Tcho restaurant. Some socially conscious youngsters take notice and start a social media campaign to shame the racists, drumming up support for the restaurant and staging counter protests. The Tcho-Tcho, having been in the US for long enough, decide to milk the exposure for profit and food. Delta Green takes notice when the local police get hit with a string of missing persons reports in Little Cambodia and the surrounding neighborhoods.

Any experienced player would be able to recognize the threat here, maybe the DG team even gets some intel before hitting the field, either way figuring out the Tcho-Tcho are behind it isn't the challenge of the scenario. The challenge is figuring out how to shut down a large cult that knows how to take advantage of social activism trends and the public perception of racist police. The players could be forced to work together with the overzealous white supremacists or the older Vietnamese population who are familiar with the Tcho-Tcho legend but are unable to make a case against the restaurant because of the racists.

Thoughts?
>>
>>49331772
This sounds hilarious and so fucking bleak. Do it. Get the Nazis and old Nam people to team up.
>>
>>49257672
How I plan on using them in my Laundry campaign is to have them as an example of how living next to a fucking massive mythos hot spot (the city of Alaozar) can lead to corrupting the people.

So the Tcho-Tcho high priests are powerful sorcerers worshipping Zhar and/or Lloigor, but have a tendency to develop cancers (which they view as divine blessings), which thankfully lowers their lifespan.
>>
>>49333455
Do they eat each other's tumors?

How does this relate to HeLa? And cell cultures in general?

And will touching an open tumor infect a field agent?

I just started The Rhesus Chart, slowpoke is me. But I am Hype! Awesome action scene in the beginning, ordering security corpses around in Enochi, improvising a grid with a phone and a spray can, seeing Angleton blink...

Yeah, Tcho-tcho. I was thinking Tasmanian Devils and their infectious cancers.
>>
File: GENOA FRACTAL.png (642 KB, 1213x1570)
642 KB
642 KB PNG
>>49333678
Well, it's potentially even worse.
Using details from the Mythos Dossiers rpg supplement, and notes from the Cthulhu Mythos Encylopedia, here's what I've come up with:

The Tcho-Tcho are right, the tumours are a blessing from their god. Which is actually an imprisoned Flying Polyp. In the Laundry RPG, these beings can be "bred" inside humans, using our own tissue as a basis for their emergence.

The Tcho-Tcho sorcerers each carry a potential flying polyp within them, slowly metastasising. Fortunately, as mentioned before, sorcerers tend to die before the polyps become large enough to survive.

But of course that's part of the risk, and these polyps would, much like the Tasmanian Devils you mentioned, be contagious.

Pity the agent who accidentally gets polyp matter into their wound and has to undergo several months worth of chemo to prevent them turning into a giant polypous horror.
>>
>>49325546
>>49325560
>there exists someone knowing enough about elder gods and serpent people to vouch for the accuracy of a medieval text
How the fuck do your games go down?
>>
>>49326261
>reciting Lovecraft's poetry
When, long ago, the gods created Earth
In Jove's fair image Man was shaped at birth.
The beasts for lesser parts were next designed;
Yet were they too remote from humankind.
To fill the gap, and join the rest to Man,
Th'Olympian host conceiv'd a clever plan.
A beast they wrought, in semi-human figure,
Filled it with vice, and called the thing a Nigger.
>>
>>49333904
A little chemo doesn't mean you can forgo meeting your weekly project hours. In fact have some desk duty, here's the office supply budget for the last two years, find us 500 pounds for a decent coffee maker.
>>
>>49328362
Animal porn is for everyone. Some just haven't realized it yet.
>>
>>49333970
Well the actual answer is that I'm writing from an outside perspective.

In universe, I'm sure Delta Green's got a friendly who researches it. Think Doctor Jensen Wu.

And of course this can easily be converted to the Laundry Files by replacing Serpent Person with DANUBE CROSSING and turning every other proper noun into something similar.
>>
>>49334010
Yup. It's also a perfect time to use all those course credits. (One of my favourite bits from the Laundry RPG, sending the PCs on training courses)
>>
>>49328493
CoC was originally designed as an August Derleth simulator. The mechanics don't really mirror the stories, despite taking inspiration from them, and a lot of the system is build on the assumption that people involved will mostly know the mythos, so while it can theoretically in skilled hands wind up feeling like an actual story from the genre, more often it eels like the plucky band of heroes having murderhobo adventures until they go insane or die. Not well suited to long campaigns.

Delta Green does longer campaigns better, and there's a lot more of a point to what the characters are doing. It's still basically the "gothic horror" type genre, but rather than a poorly written loveletter to Lovecraft, it's an experience that wallows in tragedy while living in a sort of low level terror on the edge of the known and unknown. If you've played Magical Burst, Delta Green is basically the same shit except you play as a middle aged man instead of as a little girl, and the powers you have, while equally ineffectual in the long run, don't provide the initially comforting impression of being vastly beyond what normal people have. And the proportions of death by enemy, by suicide, and by going insane and needing to get put down vary a bit. But still, same shit. I kind of want to try a crossover now that I've though a bit about this, actually.

Unknown Armies is not a game where you fear insanity. In UA, insanity is where your power comes from. Only, you're not insane. You're right. Well, in Delta Green being insane means you're right, too. But in UA, being right means you control the universe. Where DG revels in sorrow and fear, UA revels in outright madness.

M:tA is a Word of Darkness game. If you try to compare it, it's at best a UA-lite. But it's more for the romance of having special powers that the Sleepers know not of than something in this range of genres.
>>
>>49287899
Maybe those officers WERE DG agents getting away with it.
>>
>>49334061
>implying there's a researcher who will tell your operatives shit
Agents know as much as they need to and no more. Too much knowledge is dangerous.
>>
>>49333904
Jesus fuck, the fact that there are transmitable cancers is scaring the crap out of me but is giving me ideas for scenarios.
>>
So I've been marathoning Stranger Things all day, and I'm on episode 7. Good shit, but the government is a bunch of assholes, as one might expect.
>>
>>49334236
>Magical Burst/Delta Green crossover

Do it. I've been working on a story with this sort of premise for a while, it seems to be a good idea.
>>
I forgot the name of the Movie, but I think its called something like "The Lobster"

That shit will mess Your mind up if You watch it high.
>>
>>49334935
Isn't that a movie about millennials dating?
>>
>>49334935
Is it the one about people who need to date?
>>
>>49334976
>>49334978
Not him, but it's the one where people who are single are taken to a hotel where in 40 days they must find a wife or husband or get turned into an animal of their choice.
Tbh the other film by that director, "Dogtooth", is subtler and better. In that, a man keeps his family to their villa home, while his wife teaches the children...wrong things. Like the word for salt being telephone. And how cats are deadly monsters. And how when planes fly over the garden they're falling out of the sky and will land nearby
>>
File: Lobster_Johnson.jpg (20 KB, 300x380)
20 KB
20 KB JPG
>>49335022
But does it involve Lobster Johnson?
>>
>>49335022
I saw it in theaters. While it was pretty unsubtle, it was fun as an examination of societal pressure that is put on people to date. The absurdity of it just was spectacular.
>>
>>49335033
No unfortunately. The titular lobster refers to the animal the protagonist wants to be turned into
>>49335072
Agreed,
>>
File: 1464890005621.png (108 KB, 700x700)
108 KB
108 KB PNG
>>49334421

Stranger Things finished. Can't believe something so spooky could have such a touching scene; you know the one if you've finished it. Tears in my eyes. Definitely enough seeds for a second season.
>>
>>49336043
Flicker flicker. Great way to show that no matter what happens, even when you think you've escaped you are still wrapped up in the problem
>>
>>49331772 here.
Here's a little into text teaser for the scenario if anyone cares. I should hopefully have the whole thing finished in the next day or two.
>>
File: HeLa_Cells_Image_3709-PH.jpg (348 KB, 3260x2646)
348 KB
348 KB JPG
>>49333904
If you like obscure sources, watch this guy's documentaries.

>>49333678
>HeLa

https://www.youtube.com/watch?v=C0lMrp_ySg8
>>
>>49267434
I am unfamiliar with "John Wick advice"
>>
>>49342475
Isn't that the "Play Dirty" thing?
Pretty bread and butter advice for DnD kind of things.

If you want good Horror advice read Detwiller, Tynes, Ash Law, the Dread book, ...
>>
>>49342475
I don't have it on me but the John Wick advice is a set of GM advice mostly suited for running convention games with strangers. The general idea of it is "it's okay to be harsh and unforgiving" but it reads more like "be a weird asshole". If I were at a table with a GM who closely followed John Wick's advice I would honestly have a very hard time taking him seriously.

I agree more with >>49343209. If you can track it down John Tynes' advice in the d20 CoC book in particular is some of the best I've ever seen.
>>
>>49255562
/lit/ pls
>>
>>49343473
>John Wick advice
I'm disappointed that it has nothing to do with Keanu Reeves giving tips on how to operate in style.
>>
>>49344411
It might actually be more useful to DG fans if that were the case.
>>
File: Bayer_Heroin_bottle.jpg (121 KB, 539x790)
121 KB
121 KB JPG
We were discussing Colony Collapse Disorder...

Bayer just bought Monsanto.

The inventors of Heroine just purchased the leading cause of death among bees an farmers in India.
>>
>>49345067
Source?
>>
>>49345082
Sprechen Sie Deutsch?
http://download.media.tagesschau.de/video/2016/0914/TV-20160914-1408-0501.webl.h264.mp4
>>
>>49345127
I do not.
>>
>>49343209
>>49343473
Guy who posted the original post about 'John Wick' advice.
To further clarify I don't mean all the time in general, I meant when playing to houses character.
It's supposed to play on your desires and insecurities. Draw them in and screw them over. It leaves red herrings.

John Wick needs to be read with some care and fair bit of salt. But when applied to the house in that adventure, he fits.
>>
>>49345298
http://www.lmgtfy.com/?q=monsanto+bayer+merger
>>
>>49336983
I love accidental cannibalism. Also, the Tcho-Tchos will probably have a great anti-defamation lawyer on retainer at this point as the video would have been like chum to a shark. So just wait until the agents say something about race and then Delta Green will be printing money for Tcho-Tchos.
>>
>>49345067
>Heroin
Zyklon B
>>
Wiccan and Bee anon from above. This seems like it was pertinent. Some honey has hallucinogenic qualities. http://www.vice.com/video/nepal-honey-hunters?utm_source=vicefbus&utm_campaign=global



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.