Delta Green’s Return To Duty

For some 4-5 years or so now, Delta Green has been reactivated. Previously a run of critically acclaimed third party supplements for Call of CthulhuDelta Green is now a standalone game, with both its core materials and major new tentpole supplements funded from two Kickstarters. The major product on the first Kickstarter was the core system; on the second, The Labyrinth, one of the new supplements. An extensive number of other supplements, scenarios, and other bits and pieces of supporting material were funded as stretch goals to those Kickstarters.

In fact, so deep is the bench of existing and incoming Delta Green material that I have thrown up my hands and given up on doing a conventional Kickstopper article on the subject. Instead, I’m going to do a little trilogy of articles to cover major releases in the line so far. First up, in this article I will cover the core system. Next article, I will take a look at a few scenario-agnostic supplements and The Fall of Delta Green – a GUMSHOE-powered companion game. Finally, I will cover three scenario collections which between them incorporate a good chunk of the scenarios so far released for this edition of the game.

To summarise the premise of the game, for those that haven’t bothered to read my review of the older supplements: back when the FBI raid on Innsmouth uncovered only ye liveliest awfulness, the US government began covertly investigating the Cthulhu Mythos. This program of investigation, containment, and suppression of Mythos threats was known by various names over the years, but the iconic name is Delta Green – named for the triangular green stickers added to the personnel files of agents to denote their membership.

Delta Green was not the only conspiracy within the Federal government to delve into the paranormal, however. In the wake of Roswell, the Majestic-12 conspiracy – yes, the one some actual UFOlogists claim was real and which provided much of the basis for the backstory to The X-Files – was performing its own work. Delta Green and MJ-12, however, had very different attitudes; the former wanted to destroy and suppress alien technology, the latter wanted to exploit it. (If this is all sounding rather Conspiracy X, it’s almost certainly a matter of parallel evolution, overlapping influences, and maybe a touch of the Conspiracy X authors being inspired by some of the early Delta Green material in The Unspeakable Oath magazine.)

In the 1970s, Delta Green overstepped its mark; the catastrophically violent results of some of its operations gave Majestic-12 the leverage it needed to argue that Delta Green was a haphazard, borderline-renegade operation which needed to be brought to heel. The gambit worked beautifully, and Delta Green was shut down… officially. Unofficially, many of its members organised themselves into a cell structure and kept the project going, too aware of the potential consequences of if they didn’t. Right through the 1990s into the new millennium, Delta Green was an illegal cross-agency clique operating without legitimacy or sanction. Now read on…

Agent’s Handbook

The player’s guide to the standalone Delta Green RPG contains more or less no setting information beyond flavourful snippets of fiction; it is clear that players will rely on the referee (or “Handler”) for all their information about the Delta Green conspiracy itself. What you do get here is a nice, simple, elegantly presented, very easy to understand fork of the Call of Cthulhu game system, developing it in a different direction from 7th Edition and one better suited to the specific style of Delta Green.

Character generation is streamlined in some quite nice ways: you pick an occupation, that sets some of your skills to different base levels than they otherwise would be at, then you pick 8 skills to add 20% to. This takes the place of the awkward point-spending process of earlier Call of Cthulhu editions, at the cost of losing some fine granularity and the option to go very specialised in some areas in character creation. It also means that characters with a high Education and Intelligence scores don’t end up with a massive advantage – in fact, along with the Appearance stat, the Education stat is entirely gone. (7th Edition Call of Cthulhu has resolved this problem in a slightly different way by providing careers where your career skills don’t wholly depend on the Education stat.)

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A Second Chance To SLA

SLA Industries 2nd Edition has now shipped to backers of the Kickstarter project, and as one of those backers I’ve had a chance to look over it and the various add-ons I obtained. I’m not going to do a full Kickstopper article on the project, because in terms of the management of a crowdfunding project I think Nightfall Games have done an entirely uncontroversial and smooth job.

Sure, I got my books six months after the estimated arrival date, but pandemic-related delays are going to do that, and more importantly at every stage along the way Nightfall were keeping backers appraised of where the project was, with a regularly-updated table of tasks to complete giving a good sense both of how much was left to do, and what had been accomplished since the previous update was sent out. In short, I have no real complaints there: Nightfall provided an object lesson in how to do Kickstarter right as far as I’m concerned.

Still, reading over the materials has left me with a lot of, shall we say, quite developed opinions about SLA Industries. Having thought I’d got my thoughts out in my review of the 1st Edition, it turns out I have more to say about it after all. So, strap in, I’m going to try and say it all here. What I’m not going to do here is give a general introduction to the game’s concept, however, since my 1st Edition review more or less covers it. Aesthetically and conceptually, the game is still a big silly 1990s mess, the sort of material which HoL was making fun of (to the extent that I half-suspect that the designers of HoL were primarily making fun of SLA Industries when they wrote it).

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Mini-Kickstopper: Rowan, Rook & Decard Bare Their Hearts

I’ve previously covered how Rowan, Rook & Decard are pretty dang reliable when it comes to delivering on their Kickstarters, and this has remained true of their latest, so I won’t be giving their new RPG Heart the full Kickstopper treatment – there just isn’t that interesting a story to tell there. Instead, I’m just going to review the swag I got. Here goes!

Heart

Where Spire focused on political intrigue and scheming, freedom fighter heists, social pitfalls and all that jazz, Heart is based more on the traditional exploration-and-dungeoneering type of play that very old school tabletop RPGs often focused on, but given a decidedly new school twist. The titular Heart is a region below Spire itself – an oozing wound in reality itself, that’s been leaking in strange ways ever since the high elf occupiers of the Spire tried to use it as the hub of a railway network that went wrong.

Whereas the aboveground world of the Spire is rife with racial tensions, the strange communities which make their home in the Heart and the no-elf’s-land between Heart and Spire tend to be a bit more egalitarian in that respect, consisting of individuals bound together by common agendas rather than cultural or ethnic affiliation. The Heart reshapes those who plumb its depths into the shape of their desires… but it’s clumsy at it. And in its fractured depths, it is even possible to reach entire other worlds.

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Middle-Class Malefex

A while back in the comments, Joe from Uncaring Cosmos mentioned Principia Malefex as an example of a British-made RPG. I’d never heard of it, but poking further I thought it sounded rather intriguing – a horror RPG emerging during that strange time period in British RPG publishing which saw other up-and-coming small studios producing material like SLA Industries or Tales of Gargentihr, a product of the era in between the folding of Games Workshop and the rise of the D20 boom and the range of companies that reinvigorated the British RPG market by skilfully riding that wave. Intrigued, I decided to investigate further. What I found was… hm.

So, to provide more context: Principia Malefex is a self-published indie RPG which emerged in 1997, had a small trickle of supplements coming out for it, before a final burst of publishing activity occurred in 2002 prior to the game largely going dark. Poking around Google Groups to get this timeline straight showed a number of connections with Bath University, so if I had to speculate about where this game came from my informed guess would be that Alison Whetton, its primary designer, and her collaborators were members of Bath University’s tabletop games club, got the core book out in a burst of studenty enthusiasm, made a last bid to make a commercial success of the game when they graduated, and eventually came to the conclusion that this was a hiding to nowhere and moved on to other things.

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Dragonmeet Hoard: Nibiru Quickstart

This past weekend was the Dragonmeet annual RPG convention in London, which I had a pleasant time at catching up with friends and purchasing a fat stack of loot. One of the bits I picked up from there was the Nibiru Quickstart Guide – a taster of the rules and a brief adventure for Nibiru, a new RPG currently being Kickstarted. (If you want a PDF of the Quickstart it’s up on DriveThruRPG for free.)

I’m not going to go too deep into a critique of the rules here because the Quickstart admits that it’s an abbreviated version of the system that’s intended to get the general idea across. Nor am I going to delve too much into the sample adventure (it’s so linear the map for it is literally a corridor), since it’s largely meant to be a taster to let you sample the core game mechanic rather than anything more involved or deeper than that.

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Kickstopper: That Is Not Dead Which Can Eternally Restructure (Part 2)

This article was previously published on Ferretbrain; due to the imminent closure of that site, I’m moving it over here so that it can remain available.

In part 1 of this article (which contains the usual note on methodology which you should read to understand where I’m coming from), I recounted the hideous gestation period of this project, which saw the old Krank regime at Chaosium departing in favour of new blood from Moon Design Publications, with elder gods Greg Stafford and Sandy Petersen supervising things. Now, at last, we can turn to actually looking at the delivered goods.

Reviewing the Swag

OK, this is a complex enough deal here that I think I had best order the reviews of individual items carefully.

First off, I am going to review the core game books, and the Keeper screen and the stuff that came as part of that package, and the quickstart rules. These seem to be offered as central aspects of the game line.

Next up, I will cover major supplements and accessories that were part of the actual Kickstarter itself – Cthulhu Through the Ages, Pulp Cthulhu, the card decks, the Nameless Horrors adventure collection, and the Field Guide. These are all significant products in their own right which have filled out the 7th Edition product line as distributed to game stores as well as Kickstarter backers.

Next, I will cover minor accessories and stretch goals, including items cancelled or only provided as PDFs, most of which are random bits of ephemera which don’t represent especially significant additions to the product range.

Lastly, I will cover the extra unexpected bits which weren’t promised to us during the main campaign but we received anyway. These include Dead Light, and Cold Harvest, given away by the Krank regime to tide us over, Alone Against the Flames which was provided free to everyone, not just backers, but which seems to be a natural companion to the (also free) quickstart rules, and Doors to Darkness, given to us by Moon Design to compensate for the cancellation of random tat.

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The Platonic Form of BRP

So, I’ve covered various BRP-based RPGs on this blog over the years, and it seems to me about time that I actually reviewed the original, foundational Basic Roleplaying document from 1980. This is a brief 16-page document covering the bare essentials of the system.

It’s dull as shit.

I mean, don’t get me wrong. It’s a reasonably good introduction to the system and incorporate a thing or two that I didn’t expect to be in there – most particularly, Impales are included in the combat system, I suspect primarily because they act as handy ways to break deadlocks in combat. However, despite being penned by Greg Stafford and Lynn Willis, it doesn’t really fire the imagination very much. The reader is encouraged to sit down and use the Resistance Table to work out their odds of loading various different items into a cart in one example, and whilst that’s one way to learn the system, it may be the most boring possible way to do it.

Of course, perhaps part of the reason Basic Roleplaying is this way is that, so far as I can make out, it was never intended to be sold separately. Originally, it was a little bonus in the Runequest box; a bit later, it came with early editions of Call of Cthulhu and Stormbringer, and then a bit later it was a centrepiece of the Worlds of Wonder boxed set. Then it disappeared and Chaosium more or less stopped pushing the idea of BRP as a standalone generic RPG until they put out the Big Yellow Book.

It makes sense, given those appearances, that the booklet was as bland as it was. As a companion to RuneQuest, it seems to have been penned with the assumption that RuneQuest would provide the tempting, flavourful treat that would draw you in, and the Basic Roleplaying booklet would be there for you to consult if you found yourself way over your head and needed something to help you get your bearings. The problem there was that the 2nd Edition of RuneQuest was actually very good at providing helpful examples and is one of the better-explained RPGs of its era; many customers would never need to read the Basic Roleplaying booklet, and those who did would never really need to consult it again after glancing over it once since all the rules for playing RuneQuest were provided in the RuneQuest book.

As far as Stormbringer and Call of Cthulhu went, it was at least essential – the 1st edition of those games relied on the booklet to provide the basic rules and then had the other rulebooks in those boxed sets provide the setting-specific information. This was a clumsy and awkward way of doing things because it required regular cross-referencing between the main book and Basic Roleplaying, and also diluted the set a little by providing a slice of bland genericness in a product otherwise infused with (and sold on the strength of) a distinctive setting with an atmosphere and style rigorously supported by the rules. Subsequent editions folded the necessary rules into the main booklet.

As for Worlds of Wonder, its three terse setting booklets took the blandness of the core Basic Roleplaying booklet and translated them into utterly bland take on superheroes, traditional D&D fantasy, and science fiction. It was deeply uninspiring stuff, and I feel sorry for anyone who paid full whack for the set back in the day.

In short, Basic Roleplaying was doomed in whatever context it popped up in to either be irrelevant or actively irritating. Its discontinuation is unsurprising.