Jace911
Spider-Dork
- Location
- The Gold-Bricking State
For those of you who aren't aware, the original Delta Green was a roleplaying supplement published for Call of Cthulhu in the 1990s. It sought to take the Lovecraft Mythos and transport the ideas, themes, and other elements from its native time in the 20s and 30s to the 90s, an era of black helicopters and conspiracy theorists. Players take the role of federal agents investigating, combating, and suppressing the unnatural forces creeping into the edges of the world, with the added twist that they are actually members of an illegal conspiracy that seeks to misuse government authority and funds in their ongoing fight to delay the end of the world one day at a time. You could basically describe it as "X-Files meets Call of Cthulhu" and communicate 90% of the appeal in that short statement.
Thematically the original Delta Green loved to explore the corruption and excesses and blunders of a government most people associated with Vietnam, WaterGate, Waco and Ruby Ridge. The actual "authorized" secret black ops program, Majestic-12, were alien collaborators who sold out the United States to the enigmatic "greys" in exchange for technology and power. In the UK the British military was under the sway of the Shan, trans-dimensional insects that burrowed into people's brains and controlled their actions like the Yeerks from Animorphs. This isn't to say that the government was the only threat Delta Green faced in the 90s; there were plenty of cults and criminal organizations that associated with or were puppets of the Mythos. The Skoptsi, a cult of Shub-Niggurath masquerading as a Russian Orthodox church and adoption service; the Fate, a secret society of sorcerers in New York rumored to be led by one of Nyarlothotep's many forms; the Karotechia, the ever-enduring Nazi occult division dedicated to unlocking the secrets of immortality through any means; the Cult of the Worm, a ring of opiate smugglers who implant themselves with alien worms that halt aging at the cost of excruciating pain; and on and on.
The atmosphere that the original Delta Green established was very much that of 90s America: the Soviet Union had fallen, there was no Great Enemy looming over the horizon, and people were free to shift their attention from the threat of nuclear annihilation to the gang violence in the inner city, the corruption of American politics, the secret workings of the US government, the supposed moral decay of society. With no outside threat to distract us, we were free to contemplate our own failings. This of course all changed in September of 2001 when the Twin Towers fell. Suddenly we had an outside threat to rally against, another Great Enemy to replace the Soviets: terrorism. Fast forward to fifteen years later and our society is very different. Surveillance, the curtailing of rights in the name of security, interventionism, and another foreign slog have changed how we view the world from the halcyon days of the 90s. The stability and long-term safety of the United States is no longer taken for granted by most people (Regardless of the actual threat terrorists represent). We're once again looking outward with fear rather than inward with disgust, and it is in this new environment that the new standalone edition of Delta Green has been released.
In the new Delta Green, agents are no longer members of an illegal conspiracy within the US government (Unless your players wish to be): now they are members of the United States Department of Defense Special Access Program classified Delta Green. In January of 2001 Delta Green took advantage of political infighting within Majestic-12 to launch a decapitation coup against their chief enemy. When the dust had settled the twelve most dangerous men in the world were either dead or in hiding, and suddenly Delta Green was left holding the reigns of both the conspiracy and the most classified black ops program in the United States government. Some chose to stay "out in the cold" with the Group, unwilling to trust an organization that had dedicated itself to selling out humanity, while others gladly accepted sanction and clearance in the Program. The two sides don't always see eye to eye--the Group considers the Program to be one bad day away from becoming another Majestic-12, while the Program considers the Group to be nothing but a loose assortment of reckless 'cowboys'--but both generally agree that they have better things to do than worrying about each other. The War on Terror has changed the face of the international community, and while the Mythos remains apathetic towards the squabbles of man those who serve or exploit the Mythos have changed as well.
On the individual scale, in the new Delta Green there's much more emphasis on the relationships of each agent and the corrosive effect their work has on their personal lives. Each agent has a number of "bonds" with friends, family, coworkers, etc which can be eroded as they are exposed to the Mythos again and again and come back cracked, broken, or wrong. This new focus is intended as a reflection on the War on Terror: the agents might succeed at their mission, but when they come home and find themselves emotionally distant from their loved ones as a consequence of what they've seen, they will often find themselves asking if it was all really worth it.
The Agent's Handbook is available in pdf at DriveThruRPG and RPGNow, and the Case Officer's Handbook should be out in June-July. There is also a quickstart guide, pregen characters, and a scenario available in a Pay What You Want bundle called Need to Know if you want to gauge your interest with the game before buying. The publishers also have a huge list of content they're planning on rolling out over the next year thanks to their insanely successful Kickstarter ($360,000 pledged with a goal of $60,000) including scenarios, sourcebooks, and entire campaigns.
If you're interested in some Actual Play recordings you should definitely listen to Role-Playing Public Radio's ongoing episodic campaign using the new rules: God's Teeth. It draws some serious inspiration from True Detective and is a great demonstration of a Delta Green "Program" campaign, though the first episode has a content warning for child abuse as a theme.
I've run two scenarios with the beta rules from the Kickstarter which were a huge blast (Two agents dead and a whole lot of psychological trauma) and now that the handbook is out I have an entire folder of ops for the team to enjoy:
So has anyone else had any experiences with either the old or new Delta Green, or any ideas about combining the classic elements of Lovecraft with the modern era they'd like to share?
Thematically the original Delta Green loved to explore the corruption and excesses and blunders of a government most people associated with Vietnam, WaterGate, Waco and Ruby Ridge. The actual "authorized" secret black ops program, Majestic-12, were alien collaborators who sold out the United States to the enigmatic "greys" in exchange for technology and power. In the UK the British military was under the sway of the Shan, trans-dimensional insects that burrowed into people's brains and controlled their actions like the Yeerks from Animorphs. This isn't to say that the government was the only threat Delta Green faced in the 90s; there were plenty of cults and criminal organizations that associated with or were puppets of the Mythos. The Skoptsi, a cult of Shub-Niggurath masquerading as a Russian Orthodox church and adoption service; the Fate, a secret society of sorcerers in New York rumored to be led by one of Nyarlothotep's many forms; the Karotechia, the ever-enduring Nazi occult division dedicated to unlocking the secrets of immortality through any means; the Cult of the Worm, a ring of opiate smugglers who implant themselves with alien worms that halt aging at the cost of excruciating pain; and on and on.
The atmosphere that the original Delta Green established was very much that of 90s America: the Soviet Union had fallen, there was no Great Enemy looming over the horizon, and people were free to shift their attention from the threat of nuclear annihilation to the gang violence in the inner city, the corruption of American politics, the secret workings of the US government, the supposed moral decay of society. With no outside threat to distract us, we were free to contemplate our own failings. This of course all changed in September of 2001 when the Twin Towers fell. Suddenly we had an outside threat to rally against, another Great Enemy to replace the Soviets: terrorism. Fast forward to fifteen years later and our society is very different. Surveillance, the curtailing of rights in the name of security, interventionism, and another foreign slog have changed how we view the world from the halcyon days of the 90s. The stability and long-term safety of the United States is no longer taken for granted by most people (Regardless of the actual threat terrorists represent). We're once again looking outward with fear rather than inward with disgust, and it is in this new environment that the new standalone edition of Delta Green has been released.
In the new Delta Green, agents are no longer members of an illegal conspiracy within the US government (Unless your players wish to be): now they are members of the United States Department of Defense Special Access Program classified Delta Green. In January of 2001 Delta Green took advantage of political infighting within Majestic-12 to launch a decapitation coup against their chief enemy. When the dust had settled the twelve most dangerous men in the world were either dead or in hiding, and suddenly Delta Green was left holding the reigns of both the conspiracy and the most classified black ops program in the United States government. Some chose to stay "out in the cold" with the Group, unwilling to trust an organization that had dedicated itself to selling out humanity, while others gladly accepted sanction and clearance in the Program. The two sides don't always see eye to eye--the Group considers the Program to be one bad day away from becoming another Majestic-12, while the Program considers the Group to be nothing but a loose assortment of reckless 'cowboys'--but both generally agree that they have better things to do than worrying about each other. The War on Terror has changed the face of the international community, and while the Mythos remains apathetic towards the squabbles of man those who serve or exploit the Mythos have changed as well.
On the individual scale, in the new Delta Green there's much more emphasis on the relationships of each agent and the corrosive effect their work has on their personal lives. Each agent has a number of "bonds" with friends, family, coworkers, etc which can be eroded as they are exposed to the Mythos again and again and come back cracked, broken, or wrong. This new focus is intended as a reflection on the War on Terror: the agents might succeed at their mission, but when they come home and find themselves emotionally distant from their loved ones as a consequence of what they've seen, they will often find themselves asking if it was all really worth it.
The Agent's Handbook is available in pdf at DriveThruRPG and RPGNow, and the Case Officer's Handbook should be out in June-July. There is also a quickstart guide, pregen characters, and a scenario available in a Pay What You Want bundle called Need to Know if you want to gauge your interest with the game before buying. The publishers also have a huge list of content they're planning on rolling out over the next year thanks to their insanely successful Kickstarter ($360,000 pledged with a goal of $60,000) including scenarios, sourcebooks, and entire campaigns.
If you're interested in some Actual Play recordings you should definitely listen to Role-Playing Public Radio's ongoing episodic campaign using the new rules: God's Teeth. It draws some serious inspiration from True Detective and is a great demonstration of a Delta Green "Program" campaign, though the first episode has a content warning for child abuse as a theme.
I've run two scenarios with the beta rules from the Kickstarter which were a huge blast (Two agents dead and a whole lot of psychological trauma) and now that the handbook is out I have an entire folder of ops for the team to enjoy:
So has anyone else had any experiences with either the old or new Delta Green, or any ideas about combining the classic elements of Lovecraft with the modern era they'd like to share?