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DELTA GREEN: AVOIDING COMMON OPERATION PROBLEMS

First, a word of warning: Delta Green is different to different people. Some describe it as a Tom Clancy techno-thriller, others as a government-orientated Keanu-Constantine-like action adventure. Since it’s your game, it’s both of these, and more. Every opinion is correct, and it was built as a kit to make your own version of Delta Green that appeals to you. So anything you want to play and call Delta Green is fine by us.

However, Delta Green was created with one vision in mind, and that core vision — no matter what you like to run — is what attracted people to the idea in the first place. So, when I look at fan creations, several things that directly oppose the founding vision of Delta Green stand-out, again and again. These common problems are easily avoided, and may be difficult for some Handlers to spot (at least at first). These speed-bumps are often the things that prevent homemade operations from really working. Look for them, and try to give them a pass in your games and see what happens. I bet they’ll help your operations sing.


Too-Much-Information-Syndrome.

This is the most common mistake. The hard and fast rule of writing a fun Delta Green operation is this: if there’s no way the player’s Agents could learn that piece of information in the operation, it shouldn’t be mentioned in the operation.

A lot of the time, the Agents don’t really care who dispatched whom to do what for which agency. Or of the particular nuances in the backstory of an NPC unless that information is accessible to them in some manner. Everything you put in the operation should be — at most — one step removed from Agents. Otherwise, cut it. This also makes things easier to run too — less text to skim through when you’re looking for something.


But What If Mankind Could Control The Great Old Ones?

Another fan favorite. The entire point of Cosmic Horror is that not only can mankind never control the Great Old Ones, mankind can’t even conceive of them properly. They are wholly beyond human understanding and control. They are beyond everything, and everything we think we know about them, besides being wrong, isn’t even close to being right. We lack the tools to grasp even the most basic principles of true existence, much less the infinite powers of the Great Old Ones.

Without this, without this core experience (or something approximating it) the game ceases to be horror and becomes something more like a procedural sci-if show. This, in and of itself might be fun, but I maintain that the fear, horror, and struggle in the face of impossible odds at the core Delta Green idea is the reason this game is still here, 24 years later.


Verisimilitude Is Not Just A River In Egypt

A lot of people focus on details. And often those details are guns. Or tanks. Or wars. Or insignia. Verisimilitude is awesome, and can be a lot of fun...until it’s not. No one likes to smash into the verisimilitude-wall at speed when they’re trying to role-play and have a good time.

If your operation is neck-deep in procedure, pre-knowledge, and specifications; realize that it comes with a huge amount of Handler responsibility attached to it. Want the Agents to play missile launch technicians in an ICBM silo? That sounds like great fun, but it’s up to you as Handler to make them feel like they know what they’re doing — after all, they wouldn’t be in that silo without knowing that, right? All good games in the “real” world require a balance between the world as we know it, and player interest. Use verisimilitude when it’s fun, discard it when it’s not. It’s yours to break out, or ignore, as needed. Otherwise it can kill the fun…dead.


If One Monster Is Fun, Just Wait Until They Meet Three Different Kinds! (In The First Encounter)

This is a personal pet peeve. “In my operation, this one Deep Ones teams up with Serpent Folk to kill the Mi-Go.” This may sound fun on paper, but a lot of the power and fear created by these creatures at the table is due to their mysteriousness. When they become mundane...when there’s a cosmic-clown-car spitting them out one after an- other, they lose their teeth, and become boring.

Delta Green is about people interacting with the unnatural, and it should focus on people. Unnatural entities should be few and far between and when they do show up, the last thing the Agent should be wanting to do is have a head count.


I hope these tips help you craft the kind of operations that sing at the table. After all, the real goal of Delta Green: the game is to have people laughing smiling, and recalling that awesome time years ago when some horrific thing ate their Agent…

DELTA GREEN: AVOIDING COMMON OPERATION PROBLEMS

Comments

A gold standard for this would be The Condemned crom Arkham Unveiled or Mansion of Madness from Mansions of Madness. Both have, when added up, a lot going on, borderline too much, but because you only deal with these elements 1 or 2 at a time, its very easy for players to gras0 what's going on and not be overloaded.

Kristoph Yakeba

On the third piece of advice: I completely get it, and it's a hard line to walk while getting the maximum effect when things go tits up. I've run a few scenarios where at some point, likely unexpectedly, the players end up dealing with a lot of really screwed up things and screwed up imagery in a short period of time. That is a careful balance to walk without reducing any of the effectiveness, and it tends to take a lot of skill to find when to stop or when to introduce something else. The most recent example of this was when I ran a 4 hour "real time" Op of the Shotgun Scenario "Cancer Cell" with the Hastur elements (which are barely there in the written scenario) turned up. 4 of my players were agents, the other 2 were (secretly) playing "Agent Ross" and one of the other 4 members of the corrupted Cell. TIP: If you are planning to do this with anyone, pick your best players/roleplayers and set rules for them to follow so they can't just steal the game. The idea of "they are a player so they must be on our side" is a great one to subvert, but once the Corrupted Cell started painting Yellow Signs on the hallway after clearing that floor of residents, it was a VERY careful balance between throwing too much weirdness at a player and giving them time to breathe. This was a game where I had someone take a full 20 SAN loss. There is a point at which a character has seen so much SAN loss wise that I feel you can sort of allow a "Dazed" state where without telling them, you stop making them SAN checks and if you time it right, it feels right and doesn't bog the game down. I had a player tell me after the game that I hit the line right where there was a lot going on, but it could all be kept track of still. Also full disclosure: The Agents failed and Chicago is now gone if not the entire world. Ended up with a completely unexpected and very memorable ending. That is a story for another day though.

Kristoph Yakeba

"when there’s a cosmic-clown-car spitting them out one after an- other, they lose their teeth, and become boring.". This is exactly why I don't like the Arkham Horror boardgame. Eventually the streets are overrun by monsters and it's just silly.

Alex Gaiger


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