Did a ton of edits, think I got the third act's chase mechanics finally hammered out into something simple but runnable. Will try to look into how to make the dream-realms in act 2 interesting from a gameplay perspective, I'm looking to get that weird but still interesting feeling from God's Light.
Ninvis
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Finally getting around to making a Cthulhu campaign, trying to thematically echo each act of the story. Any feedback would be appreciated, especially around where to trim or condense things as it feels a bit too long. I’m also curious if the weird experiences in Act 2 are fun (or even just how to make those interesting) and if the Act 3 mechanics sound fun.
It’s still work in progress but I like the general arc of it so far.
https://docs.google.com/document/d/1Fy_v1TfMCoyCqcCFkfhpq7ewSR8aGErIOU8fZNG21iY/edit?usp=drivesdk
Forgot to post this here, but here is a write-up of one of my playthroughs of the campaign stitch to see how it can run:
https://www.reddit.com/r/DeltaGreenRPG/comments/1fvxztd/delta_green_the_schism_l...
I finished rereading this one and there’s a lot to love here. To me, this really captures the feeling of what a Delta Green campaign is to a lot of new players. There’s a monster hunt, an investigation, and a big showdown, and it’s executed near-perfectly in terms of pacing and action. I especially love the movie-influence touch of the last scenario. Overall looks awesome!
Assuming you did most of the art, and it's absolutely fantastic. It really lends itself to the style and feeling of the time period and this gritty 90s underbelly of Britain. The art and use of color really makes the layout stand out.
I love any chance for DG to meet other organizations and I think you've tee'd up an even longer campaign digging into the [alien intelligence]. I also like that there's a bit of a time skip where you can run other 90s scenarios in. The actual creepy stuff is thoroughly unnerving, and I am Very Afraid by that ending. Great work!
Howdy! I wrote a campaign and made a layout. It’s gotten some playtesters so excited to get to share. It’s a love letter to Washington state and a lot of my personal fears around memory loss and mass violence. Still very open to any feedback!
https://docs.google.com/document/d/1x4Ruhw2f7SjxrN0fis8L4elqO4uj1KGoAjTa8n3a1T0/edit?usp=drivesdk
Good call about the official scenarios. I'm curious how you'd suggest getting in contact with shotgun scenario authors - I was thinking a Reddit post, otherwise was unsure. I finished a draft and think my final call on scenarios was:
- Last Things Last, by Bret Kramer with Shane Ivey - 1519
- The Third Man Factor, by William Schar - 1509
- Next of Kin, by Aaron Vanek - 1503
- Sentinels of Twilight, by Dennis Detweiller - 6420
- The Colour and the Shape, by Rob K.- 4594
- Operation SECRET SANTA, by Sarah Szell - 1583
- Operation Minoan Augur, by Agent Obtuse - 1575
- Death is No Parentheses, by William Schar- 1609
- Hellhole, by Alex Sun - 1777
Total words - 22,089
Doc words - 6261
Together words total - 28,352
If you had any way to reach out to those authors, I'd be interested in pursuing it. It feels a bit weird to not get their approval, even if I'm not including the full text and it's just suggestions and examples of how to stitch together a campaign.
Howdy! Was working on writing up a framework for a campaign I ran last year with the players learning about the (spoilers) Schism as the connective tissue. I started making a list of suggested scenarios and Stage progression ala The Labyrinth before realizing I’d probably need permission from the scenarios’ authors (since I guess this would be “remixing”). I wanted to check if I would still need permission from fan scenarios (assume so) and what the rules were about recommending official scenarios for a campaign (unsure about).
For example, two Stage One suggested scenarios would look like:
- Last Things Last, by Bret Kramer
- Clyde Baughman was an agent of the Outlaws before serving as a Friendly for the Program. His room was bugged by the Program and Outlaw operatives surveil his apartment from a distance.
- Next of Kin, by Aaron Vanek
- John Bailey sent a hypergeometric object to his family as protection from the hound on angles. When the Agents try to remove it from the house, they notice the hound gets closer to kill the family.
- The Agents are also instructed to check in on a Green Box Bailey was looking over in the area. This contains artifacts or spells the Agents can give to the family for protection.
Let me know if either makes sense (and if this framework instead of a full written campaign is even fair game for the jam).
Just wanted to say that you are doing some incredible work with these scenarios, it’s very impressive stuff and feels ripped from the pages of an actual unpublished Delta Green book. It’s very inspiring for someone trying to make their own scenarios, and I’m very excited to try and find a way to include any of your work into my own gaming sessions. Keep up the great work!


