Wanna share the progress you’ve made, or get help on a part you’re stuck on? Share it here!
Going into this, I already knew the premise of my campaign: recruits new to CORAL NOMAD (Delta Green’s asset recovery team) tackle a new kind of alien and balance their asset recovery duties, their need to remain covert, and their duty to protect American lives. This has a few benefits:
Strong core formula/conflict: CORAL NOMAD’s mission of extracting artifacts, cleaning up after the Agents’ messes, and their normal US Pararescue mission of saving people is evocative and easy to generate ideas for.
Low lore requirement: NOMADS are kept in the dark about the broader conspiracy, and CORAL NOMAD is relatively sequestered from the rest of the Program. So there’s little burden on the GM or players to know or manage the greater lore.
Emphasis on action: compared to “traditional” Delta Green, CORAL NOMAD missions don’t emphasize investigation over direct action (violent or less-violent). This means less build-up to interesting, exciting moments compared to slower-burn mysteries.
Military-themed: there are only four Delta Green adventures (Night Visions, Khali Gati, Jack Frost, Iconoclasts) that cast the players as military operators. This is a chance to fill that niche with military operations that can happen anywhere in the world.
Transition to “proper” Delta Green: It’s conceivable that NOMADS may be inducted into The Program proper, either due to exceptional performance or learning too much about the conspiracy.
My process is a little unique in that I already have the opening scenario, which I’ve playtested multiple times to great success. So I’ll start from the beginning scenario, jump to the climax, then work my way back to the beginning scenario.
I think I want this campaign to be a cautionary tale against weaponizing the Unnatural (“preoccupied with if you could that you never thought if you should”). I think it would be really interesting to express that by having all the artifacts the NOMADS collected somehow turned against them (either as an “attack” by March Technologies against the NOMADS, or as March simply losing control of the artifacts).
Beyond peppering in cool artifacts to turn against the players, I also need to demonstrate March’s research and development process and give the players an opportunity to learn why weaponizing The Unnatural isn’t a great idea. This can probably be expressed as granting players March “prototypes” that end up being weird little Monkey’s Paws or White Elephant gifts: they may do what they said they would, but they have some strange drawbacks the players need to account for (see the testing of the real-life XM25 airburst grenade launcher). This can also be expressed by showing the direct consequences of the Unnatural; wherever the NOMADS are recovering artifacts/creatures from are likely changed by the artifacts/creatures.
And since this is a military campaign, it’s a good opportunity to have a mix of domestic and international operations. If I plan a total of five operations (one beginning, one climax, three middle), I’ll probably want at least two of the middle operations to be international. This is a good opportunity both to provide unique gameplay (via non-American cultures and non-American geography/climate), but also demonstrate the effects of overseas military deployment and intervention. It’ll also give me an opportunity to show the many complicated and interesting reactions people can have to the Unnatural; viewing it as a weapon isn’t the only way to interpret it.
The first scenario has a simple premise: recover a mysterious duplicating spacecraft and its human inhabitants (half of which are doppelgangers) before it sinks off the Alaskan coast.
The duplication machine, if recovered by the NOMADS, can probably return in the climax as an excuse to “respawn” any other creatures/phenomenon the NOMADS need to overcome. Alternatively, it could be used as an incubator to grow some strange thing. That could give the campaign a sense of irony: the NOMADS’ first recovered artifact is the source of their ultimate trouble. That could be fun.
The notable factions/elements are the Creators of the spacecraft (although human-looking, it’s made by aliens), some Deep Ones from Black Cod (who plan to check out the wrecked spacecraft when it reaches the bottom of the ocean), and an optional patron from March Technologies (who’s interested in growing a working relationship with the player characters).
With a clear vision (and a head-start), I need to actually finish the first scenario. I’ve run it twice over the last year to great success. I just need to write it down, polish it, and (hopefully) find a novice GM to run it. Hopefully that will all be done by the start of July.
Hello everyone! Carter here. I'm writing this to share progress on my mini campaign and the ideas I've had so far. The WIP title of the campaign is "Beyond Personality", but this may change.
If you are one of my playtesters, stop reading here. There's major spoilers.
Broad Concepts
I'm planning on having a three-scenario campaign focused on Nodens (and his avatars), the Dreamlands, and a Program experiment called Project SILVER BULLET. On a broad overview, the CIA began messing with remote viewing alongside MK Ultra as part of the Gateway Project. While testing remote viewing, they found some participants in the experiment were able to access a completely new realm of fantastical surrealism - the Dreamlands. One of these participants went into a coma, returning to consciousness weeks later somehow holding a shining crystal dodecahedron that reflected other worlds when a light was shined on it. After this was recorded and the information of the "Hyperprism" passed to higher desks, the Program intervened and confiscated the research. A Program higher-up, Major Jhung, was put in charge of Project SILVER BULLET, an attempt to use the Hyperprism to create Agents capable of maintaining lucidity in the Dreamlands and acting on behalf of Delta Green there. This was accomplished by harnessing the magic of Hyperprism to create control chips, which were inserted into the brain stem of SILVER BULLET agents. A set of controls, the HEADLOCK Protocol, was designed to force the participant into a medical coma and project their consciousness into the Dreamlands. Despite promising developments, the SILVER BULLET project was shut down and the participants released back to normal Program duty.
Nodens
My interpretation of Nodens is slightly different from the traditional. In this campaign, Nodens has one goal: to destroy followers of Nyarlathotep. To make that happen, a major recruitment effort has been occuring across the entirety of human history. The abyss which Nodens rules over is a deep part of the Dreamlands representing the collective human unconscious, where he creates stories and archetypes that compel us to fight "evil" and do "good". Humans tend to follow and adore stories of heroes and villains due to something deep in our subconscious: the work of Nodens. Because of the emphasis on human subconscious, I want to tie Nodens to psychology concepts like collective unconscious, personality archetypes, and stories. The campaign will loosely be based on the hero's journey and will organically encourage the Agents to follow it as another nod to Noden's subconscious influence. Once a human has surrendered their ego and life to Nodens, they will be made into one of his Archetypes: a set of 8 roles given to his followers, each with a set of abilities to aid them.
1: Operation ARCH ANGEL
In the first scenario, the Agents are all Program, but different cells. They are off active duty when they each feel a psychic itch. Something deep in their mind is calling them somewhere. By following their subconscious, the Agents travel to Saint Louis, Missouri and meet each other beneath the Arch. There they meet a figure that acts as their Case Officer - an older agent that was called by the same psychic itch. His code name is Gabriel, and calls the investigation is as Operation ARCH ANGEL.
What Gabriel and the other Agents do not know yet is that they were the SILVER BULLET participants, all drawn to the same place by the re-emergence of the Hyperprism. The latent HEADLOCK controls in their brains serve as a compass towards the Hyperprism, which is being used by a group of Nodens followers called the Silver Arms Outreach. This homeless shelter was slowly converted into Archetypes through genuine care. They petitioned Nodens again and again for the well-being of the homeless they cared for, and drew themselves closer to him with every request granted. These Archetypes, workers and homeless alike, went on to hunt and kill the followers of the Dark One in Saint Louis. After gaining the attention of Nodens, he appeared as Hypnos, the Prince of Dreams, and gave them the location of the Hyperprism, which they acquired to continue their work. After the Agents arrive, they will track the Hyperprism to the Silver Arms Outreach center, learning of the influence of Nodens, having run ins with Hypnos, experiencing the Dreamlands at night, and researching SILVER BULLET through the Hyperprism.
There may be a scenario 1.5 concerning the Nyarlathotep cultists in the area, but that's less of a priority in my mind.
2: HEADLOCK Protocol
This is where I need to work on ideation. This scenario is set in the Dreamlands. After the Agents realize they were the original SILVER BULLET experiments, HEADLOCK Protocol is engaged and they find themselves unable to wake up from the Dreamlands in the ruins of a laboratory. Their journey will take them through more of the Delta Green side, remembering more and more of SILVER BULLET until they come face to face with Major Jhung, now an Archetype living inside the Dreamlands.
3: Beyond Personality
I do not know exactly how the campaign will conclude yet. I want them to come face to face with Nodens and the Abyss, and offer them the opportunity to become Archetypes.
Progress
I feel really strong about my ideas for scenario 1 and pretty lackluster on 2 and 3. Because the Agents are so involved with SILVER BULLET, scenario 2 will be there to give them closure and end that story. I don't have ideas for 3. I also want to avoid repeating the Impossible Landscapes ending because it was a huge inspiration and an amazing campaign. I'm hoping to have scenario 1 written and 2 & 3 conceptualized soon. Also if anyone has feedback about the ideas so far I'd love to hear it!
Happy writing everyone!
-Carter Krummel
Hey, its lalonde from the N@TO server. I'm creating a campaign centered around the King in Yellow in Las Vegas and the mundane cops that get dragged into his influence. It is titled "The Western Book of the Dead" partially after the True Detective episode of the same name. Might begin a devlog or something like that, but here's what I've got so far:
The campaign concerns the strange disappearance of Alice Finch and the crimes connected to her. Alice is a design student by day and a dancer at The Velvet Room gentleman's club by night. The club is connected to a part of the Las Vegas mafia, and I plan on part of the campaign being concerned with them and their own meddlings with the King. Part 1, "Seeing Ghosts," begins with Alice going missing and the player characters, normal LVMPD detectives, looking into her disappearance, and becoming haunted by the King on the way. I have plans for her to be connected to drug trafficking crimes due to her mafia connections, but I also think it'd be cool if she committed an arson in the '80s *after* she disappeared into Carcosa, using it to go to other times and places. That bit comes from a scrapped idea to have an arson investigation played by different characters interspersed with the standard investigation, which I have decided was too clunky. The scenario hopefully ends with the players, led with red herrings, suspecting that the mafia may have kidnapped her, and raiding the mafia's meth lab and human trafficking hub, which dunks them into the true influence of the King amidst the firefight.
The second scenario, "Event Horizon" (tbd), is set a few years after the first. Alice, after however many years, has been seen again, inside a casino owned by the mob. This dives into an investigation into them again, and reveals an old, high society cult of the King that have been behind many disappearances in Vegas throughout the years, usually of employees of the casinos and clubs they own. They practice ritualized human sacrifice to reveal prophecies and ancient secrets, and are desperately trying to keep themselves trapped in the King's amber, despite age and corruption catching up to them. This scenario is less thought-out so far, but will hopefully end with the characters descending into Carcosa to find Alice. That may instead be split into another scenario, like IL's fourth scenario, though I am not sure if it will count as a full one by the definitions of this contest. We will see.
Some campaign progress:
Current title: The Radiant and the Ruined.
The agents are playing as Program agents sticking their noses into a conflict between two cults and the outlaws.
Nyarlathotep is a god with a thousand avatars. He is worshipped by cults that don’t often know of his true identity, but only one of its faces. Two examples of these are The Solar Angels worshipping an avatar named Sekhmet, named by Egyptians, and a sect of The Brotherhood of the Black Pharaoh in Sudan serving a face known as The Black Pharaoh.
These two have been in a war for decades, even though they serve the same god. These wars started on November 1st, 1700 when the Solar Angels found the Solar Mirror from a sacred cave – a component of a world-ending ritual accessible with a human marked by the mirror. The marked one can be found from a text called the Obsidian Epistle. The Brotherhood had been looking for the same mirror, and when a spy discovered that it was in possession of another cult, a war started resulting in the Solar Angels keeping the mirror.
The Brotherhood of The Black Pharaoh got introduced to the mirror after deciphering a part of an ancient text carved on a stone called The Obsidian Epistle, where the Solar Mirror was mentioned. The Solar Angels wanted this text for themselves, resulting in a second war between the two in 1966. This war got so big, that Delta Green sent a team to go investigate. This was called Operation: SUNDERFIRE
In 1966 Delta Green got news of a warfare in a part of Port Sudan, but the alarming thing were dead people with occultic signs carved on the bodies and some people spontaneously combusting.
A team of four agents were sent to deal with the conflict on February 6th, 1966. These were Jack Calder, a 21-year old Navy Seal, Maya Harron, 22, an occultist, Mark Marsh, 45, an FBI agent and Robin Allen, a 19-year old assassin.The team of agents fought through the cultists saving multiple innocents but killing many too. In the end Mark and Maya broke into the base of Solar Angels where Mark sacrificed himself giving Maya a chance to steal the mirror successfully. She shipped it into a Green Box located in a Fire Lookout tower in Brownsville, TX.
Jack and Robin broke into the base of The Brotherhood of the Black Pharaoh, where the two had to back off and were unable to steal the Obsidian Epistle. In there, Jack went insane and accidentally casted a spell in panic to speak to Nyarlathotep by opening a book of rites. He had a conversation with Nyarlathotep leaving him marked.
Why Didn’t they kill each other? The Solar Angels and the Brotherhood of the Black Pharaoh have battled for centuries. Their conflict of course simmered but never boiled over. Why? 1. Their shared god – Nyarlathotep – warned them of a war that could destroy both in the leaders’ dreams, but in 1966 the avatars encouraged war. 2. After Operation: SUNDERFIRE, both cults learned fear. Delta Green wasn’t divine, but it was wrathful. For decades, both sides avoided exposure. But now the Solar Mirror has resurfaced, and the prophecy is in motion. The old cold war is ending. |
When the team returned on March 8th, Robin had survived in the best state, a little wounded and shaken. Maya lost a limb, but was mentally fine. Jack, haunted by his vision of Nyarlathotep, suffered lifelong nightmares. Mark never returned.
All of the SUNDERFIRE personnel returned home. Robin went off to live in Brownsville to guard the Solar Mirror with Maya and Jack went to New York. Life was peaceful for them for a second but Maya was unsatisfied. She decided to go examine the mirror, and it showed her flashes of the world burning. She went insane and knew that she was marked by the mirror. June 22nd 1968 she left to live in Las Vegas, where she would be committed into a mental asylum in March 17th 1970 and released in December 4th 1990, now cured of her insanity and having forgotten her special role.
Jack was holding on for a long time. He suffered from nightmares of Nyarlathotep tormenting him for years and years until September 22nd 2019, when he was 84. Jack Calder went insane and reached out to the Brotherhood of the Black Pharaoh to join them. There he told the cultists the location of the Solar Mirror in Brownsville in exchange to stage his death, which was successful. A spy of the Solar Angels heard this and sent a word to Sudan.
Now two assassins are roaming around Brownsville, looking for answers and killing everyone in their path. A team of Outlaws, U-Cell, are looking into killing the assassins as these murders look completely the same as the ones that sparked SUNDERFIRE so long ago. But the Outlaws were not the only side of Delta Green interested…
Hi there, I’m posting on behalf of myself (Daktyl) and Mythomancer from the n@to discord. We are collaborating on what we hope will be a 3 scenario mini campaign, and I’ve dropped the details below. We are hoping to get things posted quickly to maximise playtest and feedback time, so any feedback is welcome and appreciated!
Step 0: Premise
Once upon a time, Mythomancer messaged Daktyl an idea that got both of their creative juices going - A Surreal/Fantastical horror using the Grimms Fairy Tales as a base, but giving it a Delta Green Spin. We’ve been riffing off each other in Discord for the last few weeks since the submissions for the N@to contest finished up, and we think we have a pretty solid outline. As a concept, Grimms Fairytales has a lot to recommend it for a Mini-Campaign;
Step 1: Outline
We didn’t have any scenarios set yet, so we’ll be making the three scenarios, and our bonus content from scratch. Myth is currently working on the first one and we plan on posting that ASAP to solicit any feedback or advice, and then one of us will hopefully playtest it by the time I (Daktyl) have finished the second one. By the time that’s written up, we should know the exact story beats we are aiming for in the climax at the Delta Green Blacksite. Carrying us through these three scenarios are three ‘main’ characters, seen below;
Next Tasks
Research. We’ve picked out a few key monsters/stories we want to tackle (The Frog Prince, The Big Bad Wolf, and Briar Rose.) but there’s a lot of stories to choose from, possibly too many. Some we will sprinkle in home scenes. I’m currently looking at Briar Rose and The Girl with No Hands as the inspiration for my 2nd mission which brings me to my actual Next Task - turning my mess of incoherent bullet points into an actual narrative.
Myth’s way ahead of me and has just wrapped up the first draft of our first mission, and his burst of creativity last week really got the main plot of this from a hypothetical to something actually tangible. He’ll be posting the scenario, Operation: BLACK FOREST, into our project for feedback and playtest roday. Right now, in fact.
I’m going to reply on this to post a quick update for anyone who’s interested!
Step 2: Review
The first post is up and we got some really solid feedback, so we are both working through that to try and spruce up the Operation, mostly streamlining it. I think we will have 3 tabs, one for each operations, and then 1-2 other tabs for ‘Supplemental’ material, background lore that ties the three ops together, detailed NPC breakdowns ect. I’ll drop a quick log here;
NEXT TASKS
So, lots of work still to do. Daktyl (me), is currently 75% of the way through the first draft for Mission 2, tentatively named Operation Shackled Dreams (I will almost definitely change this name). It’s set a year and a half later in a children’s hospital in Pennsylvania. Mythomancer is still plugging away at the rewrites, and I’ll be looking over some of the notes to see if there’s anything I can help out with for Black Forest oh I also made some more cover photos because I learned the basics of photo editing and can’t seem to stop myself.
Hey guys, these ideas are all so creative and I can’t wait to run them all for my players! I’m not familiar with the Discord server you all seem to be on (N@TO), but if it’s open to invites I’d love to weasel my way in.
I’ve been working on something the last month for this, current title is BE NOT AFRAID. The premise is it’s set in England in the 1990s and is based on the mythos of William Blake, and trying to graft it onto the Delta Green canon. I’ve got the first act finished and I’m super excited to publish it as a taster when I’m happy with it.
The reason this isn’t a PISCES campaign is I loved the paranoia of being rogue operators infiltrating another agency’s remit, and as we all know PISCES are a lot more insidious than Delta Green is, especially at this point in history.
The vibe is strangers in a strange land I guess. I’m English and am obsessed with the sociocultural schema of my country, of how out of everywhere it seems to constantly be in a state of rot and degradation. By tying all of this to the Masons and their higher powers, URIZEN and LOS, the agents start by trying to catch a serial killer, but what they’ve really been tasked with is infiltrating a hostile nation. One where the Toother must be allowed to succeed to weaken the veil, and one where URIZEN’s influence is so strong that the entire British institution is allowing it through the guise of institutional rot and inefficiencies.
I’ve been making all of this art for it too in the spirit of no-AI DIYism, I’ll see if I can embed some! It’s all just tracing in MS Paint for that real 1990s flavour, but it’s also in the colour scheme of a thing we used to have in the UK called Teletext, or Ceefax, which was basically a proto-internet you could access through any TV with a bunch of menus of news, current events, sports results and weather forecasts. This is relevant because the alien intelligence who rules the Masons, URIZEN, is communicating the exact specifications of who to kill and when and where to the Toother through Ceefax.
Here’s the introduction where I establish the tone and lore of the campaign:

INTRODUCTION
1994. The days keep getting hotter, a mild spring leads into a delirious summer. England is creaking. An old place, a place of graveyards and the memory of blood. Nowhere smells it more than Sheffield, with its industrial past, with its bleak future, and with its rampaging killer. The media have called him the Toother, a reference to his murder weapon, a cordless buzzsaw. He has been hunting the various wayward teens who trek into the moors to illegal raves, catching them out there, where he can do his work unbothered. He then displays their bodies on the tors and rocky hills. He has claimed three so far, just posh kids gone awry. He’s not going to stop soon, and the authorities seem clueless.
ABOUT THIS CAMPAIGN
BE NOT AFRAID is a three-part mini campaign placing the agents between two competing alien intelligences, those William Blake named URIZEN and LOS, and the agents and fanatics of both. It spans a time of rapid change in England’s cultural zeitgeist, where rigid authoritarian structure and abject hedonism wrestled for dominance, starting in 1994 and ending on New Year’s Eve, 1999. This investigation into the Blakean cult leads them from the gutters of Sheffield and its foggy moorlands to the heights of aristocracy and the British government.
The agents are commissioned by A-Cell to fly to England and go into deep-cover in Sheffield, South Yorkshire, all based on a tip-off regarding the Toother. Typically the Program would ignore minor international events, but a former friendly, Dr. Charles Porter, has frantically requested their assistance - he’s claiming the English paranormal agency he works for, PISCES, have ignored his warnings that the Toother might be trying to call something to our world - not only that, PISCES, more commonly known as the Section, are having Dr. Porter followed.
A CAMPAIGN FOR BEGINNERS
While BE NOT AFRAID may not be a “traditional” Delta Green setup, it's designed with newcomers at the core of its intentions. The mechanics and atmosphere are intact, but the story operates outside of the usual Program/Outlaw context. This gives players a chance to learn without being immediately overwhelmed by the secrecy and paranoia of the main setting.
Here, agents begin with unusually robust cover identities - credible, well-resourced, and resistant to casual scrutiny. That gives players a bit more freedom to experiment, make mistakes, and learn how the game works without the usual risk of immediate collapse.
The 1990s setting supports this flexibility. It’s a useful middle-ground. It’s before ubiquitous surveillance and facial recognition, when cash still dominates, and when digital systems are less locked-down and protected. The UK is notable for its lack of domestic firearms, only specialised teams within law enforcement are permitted to carry them. The agents certainly aren’t! This reduces lethality while the players adjust to the dangerous nature of combat in Delta Green.
That said, this is not a license for reckless behaviour. The UK is still a modern state with functioning law enforcement, and operational discretion is as vital here as in any Delta Green campaign. The goal is to create a little breathing room, not to dull the edges.
MEDIA INSPIRATIONS
The Great and Secret Show by Clive Barker, From Hell by Alan Moore, Trainspotting by Danny Boyle, From Beyond by Stuart Gordon, Utopia by Dennis Kelly, The Game by David Fincher, The Brotherhood by Stephen Knight, Naked by Mike Leigh, Threads by Barry Hines, Shifty by Adam Curtis, the discography of the seminal 90s electronic dance act Underworld (particularly Dubnobasswithmyheadman)
URIZEN, THARMAS, LOS, LUVAH
Before we begin, don’t feel the need to explain all of this to the players. Much like other Delta Green publications, the mystery is part of the horror. The deeper lore is here to give the world weight and cohesion, not answers. Let players uncover only fragments. Let them feel small.
At the heart of this campaign is the ancient, abstract war between two entities: URIZEN and LOS, who were once mortal men. John Dee the royal mathmetician, occultist and alchemist who served Queen Elizabeth I in the 16th century became URIZEN, the lord of logic and cruelty, while William Blake, the mad prophet who wrote of URIZEN, LOS and the FOUR ZOAS in the 19th century has become part of his own mythos and assumed the role of LOS, king of carnal pleasures and art. They have transcended flesh and time, their minds burned into the deepest substrates of the cosmological order.
PISCES’ hypergeometrists describe our reality as enclosed within two higher and stranger dimensions; the Fourth Dimension, called THE INTERVAL, or THE DREAMLANDS, where human consciousness goes when we sleep, an atemporal porous membrane between our world and the Fifth Dimension, called TRUE EXISTENCE, or THE LAST VOID. A realm of limitless energy, anti-form and raw consciousness. In THE INTERVAL dwells four ZOAS, beings of total hyperdimensional integration and significant power.
Through ritual and desperation, Dee escaped mortality, his spirit ascending into THE INTERVAL. There, unbound by time and eroded by abstraction, his identity collapsed into something new over millenia: URIZEN. A being of total order, obsessed with hierarchy and reason, seeking to impose structure on England’s soul. In the process of forming a perfect circle and stepping inside, he shed his flesh, leaving it behind as THARMAS, the king of the nervous system, who lives in the amygdala of all of England’s citizens, rotting in the hallways of the INTERVAL still.
LOS followed after. Blake’s visionary mind, already attuned to THE INTERVAL glimpsed what URIZEN would build - a world without imagination or sensual pleasures. Blake performed the same rites not to dominate, but to resist. Yet the transformation unmoored him too. Without URIZEN’s zealoutry to anchor him, LOS became a maddened thing of pure sensation, feeding on rapture, art, lust, consuming beauty to keep himself from breaking completely. In the process his desperation and love for his wife Catherine had to be abandoned, and it became LUVAH, the hungry heart, what we call love.
LUVAH dreamt of Catherine still, and in the morphic realm of the INTERVAL that dream soon became flesh, forming ENITHARMON, a tulpa of Catherine. In the moment she was formed two things happened simulatenously: LOS immediately impregnated her in rapturous joy, and URIZEN utilised all of his power to trap her within a colossal mirror that hums with TV static, hiding her from LOS in a fold of the INTERVAL he couldn’t spread over. ENITHARMON’s sorrow and betrayal echoes through spacetime, a simple being without personality, only yearning, her pregnancy doomed to never be realised, her love beyond her reach.
This is not a story of good and evil. This is a cold war between alien gods that once wore human faces. URIZEN moves through structured institutions: Freemasons, ritual killings, hidden orders. LOS moves through chaos: in altered states, in cults of youth and ecstasy, in whispered poetry that drives the listener mad, in ecstatic violence. Both travel through dreams, through the subconscious, and since the founding of the National Grid in England, they travel through electricity, radio waves and radiation, all of which must pass through THE INTERVAL from TRUE EXISTENCE. LOS is not an active opponent, more a rot that URIZEN must constantly attend to and seeks URIZEN’S demise, while both ZOAS they left behind merely dream and wander.
My mate that would be so helpful, I’ve been staring at it for so long that it’s hard to gauge pacing etc. Ditto for yours, I love the twin-soul aspect of your antagonist, it reminds me of BOB in Twin Peaks, being horrified at what your shadow self is doing and the moral complexity of that. Plus the integration of German folktales is an interesting creepy angle I haven’t seen explored anywhere else in DG canon :)
So I’ve been going over this in my head a lot - I was pretty set on a three-act structure and have recently decided instead on two long and dense acts, which should give the concepts I have of serial killer investigation -> national conspiracy room to breathe.. I’d been kind of losing the will and getting directionless with it, so it’s a big relief to have that one kind of seismic idea that shifts it to it all being achievable again. Will post updates soon, but here’s some more art I made for it, once again in that teletext style I’m aiming for
Ok. I think I finally have enough going that I'm gonna put my bid in.
It's a twist on the King in Yellow steeped in Romanian folklore. In the scenario, the King is called Zmeu, and is envisioned as an unknowable Golden Serpent that exists beyond reality in the Golden Realm. The inspiration here was a mashup of The Lonely/King in Yellow and Dracula
The mini-campaign centers on the Lonely, and takes place in 2022 in Providence, RI.
The agents are a mix of civilian contractors and government agents who specialize in domestic terrorism and cybercrime. There are tables for the agents to determine their connections to the plot (including bad habits, and particular motivations). Bonds are encouraged to be thoroughly fleshed out. They are unwittingly organized by a Program Director known by his codename, Vannes into this scenario. He has had experience with this threat in the past, through BBS systems and involvement with the Outlaws in the 1980s and 90s. His obsession with an outside entity known as Zmeu drives Vannes to operate outside the lines of his normal parameters, so the agents are not “officially sanctioned” at the beginning of the campaign. They are barely even friendlies. This scenario is their smoke test.
The villain is Andreas Drachemir, who goes by his online handle Drake Poole. He has fused his body with a server tower and now exists as a biomechanical monstrosity that feeds on shame and feer to survive. Once he was a Karotechia member, and before that, he was the son of a Royalist Wizard in the high mountains of Transylvania. He seeks to set himself up as the Last King of America, to bring about the apocalypse, form a hive-consciousness of shame, and thereby gain apotheosis.
A prologue depicts a ritual killing and introducing the Manuscript and hypergeometry, and one strange-looking QR code for each of the agents. Some evidence online shows that the victim must have had help orchestrating the event. Successful rolls reveal the victim had been recently radicalized into a private reddit group called r/LethalChamber which is known to promote suicide and public violence. The manuscript depicts America as a Golden City on the hill where lofty elites look upon the downtrodden with disgust in a macabre masquerade dance; that the Last King will come to America, and at last, all masks will be removed. After examining the evidence, there is no sign that anyone else was involved in the victim’s death. If agents infiltrate the subreddit, they discover ties to a radical group called The Nightwatch that operates on dark web chat rooms. The QR code scanned by a normal reader takes the user to a website that is the agents’ first and last name, which displays only the plain white text on a black background: Welcome to the beginning of the end. The scenario ends with cold leads.
Several days later, agents are organized by Vannes to infiltrate the crowd at a night-time gay pride parade in Providence, RI after threats are made to public safety on a NikNok livestream by user R4V3NR (Eustace Corfield). A power station is bombed, and the power across downtown goes out. Phantoms of missing people appear to attack the crowds with firearms, but no one is physically injured. Videos are uploaded online depicting brutal, senseless acts of violence. All turn out to be somehow fake. Only the bomber, Eustace Corfield, was ever really there. If the agents are successful, he is apprehended, seemingly too easily. If they are not, he turns himself in. The Scenario ends with Corfield being carted away in a police car, grinning like an idiot, claiming that he’ll be back on the streets before long.
Vannes finally reveals that he has been tracking the Agents' movements and that he works for a secret government organization that investigates paranormal occurences. He informs the agents that online actors are involved with occult threats the likes of which the agents are not prepared to face. Nevertheless, he outlines the purpose of Delta Green. Players are tasked with justifying their agents' reasons for taking up the case.
Interviewing Corfield, he reveals that the Herald is coming. The pantom in darkness. The Drake in the Poole. He is rambling, but agents can glean Nightwatch191616.onion, a mobile-only dark web site; during the interview, Corfield claims that he has been helping “The Herald” grooming new “true believers in the lethal chamber”. Online research into the Lethal Chamber reveals it is a philosophy made popular by Drake Poole. Drake Poole turns out to be a pretty important player in international contraband, but no charges have ever stuck to him. Deep research reveals CptnSnshn and the international sex-labor trade run by the Network. CptnSnshn is the Lord of Light. Agents learn that a QR code can be used to access the site. Should the agents succeed in accessing the site, the phone used to access the site dissolves and fuses with the hand of the agent operating it, connecting them permanently to the mobile network. A haunting presence begins watching them. They perceive it as a brilliant ball of light, that allows them to look into a kind of physical manifestation of a message board where phantoms post totems of shame: revenge porn, confessions, photographs and records of illicit activities. Some of it is real, some of it is imaginary, like a museum of shame and deception. This is the Hoard, a place that exists within Drachemir’s corrupted body. It is a living gateway, and it is aware of the agents. It knows their shame, and uses their background information to taunt and torment them whenever they access the Hoard. But the Hoard can be used to reveal secret knowledge, for the Golden Serpent guides all events, and tempts the agents with especially dark rituals of great power (and heinous evil).
Corfield's apartment in a nearby tenement is a nightmarish vector for the Golden Realm. In the day, the tenement appears to be a normal, condemned tenement. Exploring the site, they find no signs of recent inhabitation, let alone torture. But, time passes irregularly here, and after experiencing strange apparitions, before agents know it, night falls. From here, the agents are trapped in the Night Realm, a space between reality and the Golden Realm, where the dead are doomed to repeat their cycle until they find their way through the gilded jaws of Ymeu. They stumble through a maze of surreal visions. They rescue torture victims Jon and Lulu from their nightmare prisons and escape. A week has passed, and all hell has broken loose.
Back at the black site, Corfield has impossibly escaped his bondage. It is clear from Lulu and Jon that Corfield was not the one who was tortured them. A man who called himself Drache tortured Jon hatefully. Lulu seems to have no enmity toward her captor and dreamily reports that he called himself Andreas, treated her with dignity, aside from restricting her movements. Agents have the opportunity to get information from Lulu, but it is clear she has taken the bait, and sees this Andreas as a man on the verge of godhood. Overconfident in his godlike grace, she reveals too many details that he has shared with her. That he will merge with the Data Center in downtown Providence. From there, he will be able to access every home and unleash the Hoard of Shame upon the poor hapless people of the city, thereby attaining godhood.
The Agents descend upon downtown once more, but this time it has begun to sink into the Nightmare World of the Golden Realm. They must stop Drachemir from completing his ritual or they (and possibly the whole world?) will be sucked into the Golden Realm forever!
Hi there, I'm James H, long time DG fan. I'm taking part to expand an old campaign sketch into a proper campaign. The factions I'm thinking of using are the Disciples of the Worm, and the Deep Ones.
As well as finally fleshing out the War on Dregs, I have a few other design aims for this campaign:
Those are the aims. The theme of the War On Dregs is revenge - revenge and consequences. The Director and A Cell are both driven by their own pasts to want revenge on the Unnatural. As they get older, as their grip on the reins of power slips, the drive becomes an obsession. They know, in their bones, that they can't hope to destroy the Unnatural. But maybe they can use it to get revenge on a part of it (the Deep Ones for the Director, the Disciples of the Worm and Majestic/the Program itself for A-cell) that they hate the most. As the clock ticks, they will take more and more risks, and cross more and more boundaries, to bring the temple of their enemies down, even if it comes down on their own heads - or, more likely, on the heads of the agents they've selected to be their eyes and hands. Those agents, by the end of the campaign, will be all too familiar with the consequences of revenge on the Unnatural - will they turn away from the old men's nemeses, or see it through to the end?
DELTA GREEN: WAR ON DREGS
Awake, awake! Rise up, O Jerusalem, You who have drunk the cup of His fury from the hand of the LORD; You have drunk the dregs of the cup of terror, and drained it out. Isaiah 51:17
Now fleshed out the Campaign outline a good deal further:
The theme of the War On Dregs is revenge – blind revenge, and its consequences. The Director and A Cell are both driven by their own pasts to want revenge on the Unnatural. As they get older, as their grip on the reins of power slips, the drive becomes an obsession. They know, in their bones, that they can't hope to destroy the Unnatural. But maybe they can use it to get revenge on something that they hate the most (the Deep Ones for the Director, the Disciples of the Worm and Majestic/the Program itself for A-cell). As the clock ticks and the threats escalate, they will take more and more risks, and cross more and more boundaries, to bring the temple of their enemies down, even if it comes down on their own heads - or, more likely, on the heads of the agents they've selected to be their eyes and hands. Meanwhile, a deeper threat lurks behind the obvious manifestations. A threat with deep roots in Delta Green’s history. A threat the old men are too blinded by revenge to see.
By the end of the campaign, Agents will be all too familiar with consequences. Will they turn away from the old men's nemeses? Will they find the deeper threat? Or will they ride the storm to the bitter end?
Campaign Overview
It almost makes one nostalgic for the old days, when humans were prey and the Mythos was a hunter; today, humans prey on themselves, and the Mythos is a tool for our own self-destruction. Yet when humanity is gone, the Mythos shall remain – then, who was the tool? – John Scott Tynes, Delta Green.
What Has Gone Before
For many years, Dr Adam Barrowman of PharMethuselah has been selling Compound 82 (“Pharmacea”), a miracle cure-all that can stave off any malady – except old age – to the ultrarich, becoming extremely wealthy himself in the process. Secretly, Compound 82 is derived from a captive population of Worms, larval astral parasites originally captured by Delta Green in an operation against the cult they call the Children of the Worm in 1985. To make Compound 82, Worms are placed in captured human hosts who are drugged and lobotomised into near-oblivion, whose lives are measured in months or weeks. PharMethuselah runs ongoing human trafficking operations to keep ‘The Farm’ fed with victims, moving every few years to anywhere people can vanish in large quantities. After abandoning their facility in the Congo following a botched military coup, today, The Farm is in Ciudad Juarez, Mexico, just across the border from El Paso. PharMethuselah has made lucrative arrangements with local drug lords to keep the victims flowing in exchange for a trickle of Compound 82 for the cartel elite. But as the limitations of Compound 82 become clear, Barrowman needs more funding and new insights to overcome the age barrier.
For many years, Gavin Ross, aka Michael Bellek, aka MJ-3, has been staving off all maladies, including old age, with his secret stash of ARD15 pills, while becoming ultrarich from the technologies he stole from Majestic. He has invested in, and granted little secrets to, many medical research companies, without succeeding in duplicating ARD15. Now his supply of ARD15 is almost gone (see the scenario VISCID for another consequence). He needs a pharmaceutical miracle.
For many years, Gino Bova has been climbing the ranks of the Exalted Circle, the organisation of the ultrarich which secretly worships Dagon. He masterminds the rituals in which captive women are trafficked, turned over to Deep Ones, then discarded after giving birth. He obsessively attempts to manipulate the development of their hybrid offspring with drugs and pharmaceuticals, so far without result. He knows that Deep Ones never die, but all his worship of Dagon will not grant him such a gift. His money can buy him anything – except immortality.
It was, perhaps, inevitable that the three would meet. Now, they form an unholy triumvirate. Barrowman’s pharmaceutical genius and control of Worms. Ross’ access to beyond-cutting-edge science from the ruins of Majestic. Bova’s wealth, drug and human trafficking networks, expanded customer base among the Exalted Circle, and control of a ready supply of Deep One hybrids – the new secret ingredient of the sea-green Compound 83, “Pharmacea Oceanic”.
After the three met and pooled their knowledge, Barrowman realised that Deep Ones and Deep One Hybrids could supply the answer to his ‘human test subject’ problem. Deep Ones were certainly not human. He was sure he could pay lawyers to argue that Deep One hybrids weren’t human either. But their capacity to interbreed with humans showed that they were similar enough at a genetic level for ‘Compound 83’, the result of implanting hybrids with Worms, to be usable by humans. Plus, hybrids were far tougher than humans, with lifespans of up to a year in The Farm when appropriately sedated. Most promisingly, Deep Ones and post-transformation hybrids were, apparently, immortal. Compound 83 seemed to transfer some of that extended lifespan to its recipients. This, Barrowman was sure, was the key to both the species barrier problem and the lifespan problem, and yet more confirmation of what fools Delta Green were – if they had granted him access to their knowledge of Deep Ones in the 1980s, he would have had immortality by 2000!
Compound 83 is both more and less than Barrowman thinks. Its extra effectiveness is partly due to a freak coincidence. Ciudad Jiarez, the current location of The Farm, is a focal point of magical power from a disrupted K’nyan energy nexus, which enhances the lifespan and potency of the Deep One hybrids and hence the compound made from them. If The Farm were to move, or this focus was disrupted, its lifespan-extending characteristics would largely vanish. Furthermore, extended use of Compound 83 results in the user taking on some characteristics of Deep One hybrids – this happens very gradually if the Compound is only used for health preservation, but if used to repair gross bodily harm (e.g. gunshot wounds, amputations) the icthyotic new flesh is readily apparent. Finally, Compound 83 opens the user to the dreams of Great Cthulhu. Thanks to Barrowman, Ross and Bova, the Cult of Cthulhu will soon arise reborn, made up not of isolated tribes in the Pacific, but of the richest, most desperate men in the richest country in the world.
Meanwhile…
The Disciples of the Worm, secure at La Hacienda in Sinaloa have, as yet, no notion that their bastard stepchild is established almost at their doorstep. Rather, the more clear-headed among them are exploring a different pharmaceutical possibility: Liao.
Liao had been considered and rejected centuries ago by Ibrahim ibn Ali as too dangerous to use, because of its risk of attracting Hounds of the Angles. Even though using it increased one’s ability to perceive and navigate the Higher Plane, using too much, or even carrying it within the Higher Plane, inevitably called down Hounds sooner or later. Like many other failed experiments, ibn Ali forgot it and moved on.
Chandra Choudhury is not so lackadaisical. Realerted to the existence of Liao by the brief popularity of rave drug Reverb, he has been experimenting with microdoses and combinations of other drugs. While using the Higher Plane ‘under the influence’ is still too dangerous, he has discovered that a microdose of Liao, too small to trigger the time visions which attract Hounds, enables an empathic connection between a Disciple and the partially astral nervous system of their Worm symbiont. In combination with Choudhury’s meditation techniques, the Disciple becomes able to quiet the Worm’s movement and metabolism, resulting in a significant reduction of pain levels and food demand. A significant side effect is that the Disciple’s rapid healing is also slowed (to only 1 HP recovered per round), but the anti-aging effects continue to apply. This is the best progress the Disciples have made in improving their quality of life in many years.
However, they lack a good source of Liao – they do not have any black lotus cultivars themselves, shipping it from Asia via the Higher Plane is far too risky, and Tong Shuguran no longer deal in the stuff. Through their dealings with the cartels, they have become aware that a new cartel, Los Ecos (‘the echoes’) appears to have established a new source of Reverb. They are in negotiations with this cartel to establish a guaranteed supply.
Meanwhile…
At the Program, the Director is sure that the Deep Ones are up to something – but what? After the disastrous 2014 attack on Devereux Mansion, the Program also has a bone to pick with the Children of the Worm (as Delta Green knows the Disciples) – but where are they? The Director is aware that the forces of the Unnatural are in conflict with each other as often as not. His strategic aim in this scenario is to provoke such a conflict, between the Deep Ones and the Children, thus hopefully inflicting more damage on both than Delta Green could accomplish on its own.
A-Cell also want to settle scores with the Disciples. The Disciples have cost them multiple agents over the years, including the disappearance of Avery Mitchell (Agent Grendel) and the torture and death of Agent Genevieve (Rebecca). Most significantly, the Program’s meddling in 2014 resulted in the loss of Agent Graham (Billy Weeks), the force behind the highly successful Operation REDBONE, to the Disciples. REDBONE’s unusual structure, with multiple cells of Agents and Friendlies cycled through New Orleans under Graham’s leadership, had a morale boosting side effect – it’s an Opera all the old hands took part in, with an enemy they could kill with bullets, together. Graham became something of a folk hero to the Outlaws, and was being considered by Poe for elevation to A-Cell. The loss of a potential successor with proven leadership qualities further embittered Poe against both the Disciples and the Program. Even more than the Director, thanks to Agent Cyrus/Bernard’s participation in the Fate’s civil war, Poe knows that the Unnatural can be turned on itself. Poe would love to see the Program go to war against the Disciples, and thinks that Forrest James’ hatred of the Deep Ones may be the way that they can be set against each other.
As a result, in this campaign, the command of whichever Delta Green the Agents are working for has similar aims, which the Agents find themselves fulfilling as the campaign continues.
Neither side has given much thought to what might come next, or to how much their quest might corrupt their own organisations.
If the campaign is to be set in the 90s, some bending and tweaking is required. It is assumed that agents Darren (Forrest James) and Grendel (Avery Mitchell) have formed an alliance and are directing the Cells in their own personal wars, with only limited awareness by A-Cell of their intent.
In fact, both the Disciples and the Deep Ones are largely self-contained entities who, at this time, pose little broader threat to humanity. The greater threat is the Barrowman-Bova-Ross triumvirate and their systematic corruption of the world’s elite. The triumvirate are working with knowledge that Delta Green is ultimately responsible for spreading, due to their capture and study of Worms and Deep Ones in operations long forgotten. Agents will stumble across many traces of the triumvirate’s operations, but their leadership, blinded by their thirst for revenge, will misattribute them to the malevolence of the Deep Ones and the Disciples. For example, Delta Green (either incarnation) will assume that The Farm is a Disciples plot, and that Pietro Thule is a Deep One hybrid infiltrator. Only Agents who can maintain clear eyes and minds and doggedly follow the threads may realise that the true threat lies elsewhere. Only exceptional Agents can reorient the conspiracy towards this threat and save Delta Green from itself.
This campaign has a four Act structure.
Act 1 establishes the Agents within Delta Green, lays down breadcrumbs for things that will become more significant later (Worms, Ghouls, Deep Ones, Liao, and the history of Delta Green), and gives some insight into the dysfunctions of a sane organisation made of insane parts.
In Act 2 the stakes escalate, and Agents are more likely to die. Agents come across the traces of the Triumvirate’s operations and of the consequences of Delta Green’s history, and confront Los Ecos. These are misinterpreted as Disciple/Deep One activity by their higher ups. Agents who stay on the case have a chance to rectify this.
In Act 3 Delta Green’s history is brought back to bite it, as Delta Green attempts to use Agent Nancy to gather intelligence on the Disciples and Deep Ones – either directly for the Program, or after rescuing her from the Program, for the Outlaws. This is likely to backfire horribly. Delta Green doesn’t give up on the idea of Ghoul agents, and attempts to use the ghouls encountered in Die Nachtbruder or the techniques used in Operation Killjoy for similar purposes. If neither of these are successful, DG contacts whichever Agent is most loyal/alienated (who has the fewest Bonds outside Delta Green), and asks if they would be willing to ‘lay down their humanity for the cause’ and undergo transformation into a Ghoul via the Ghoul Manuscript. DG desperately wants Agents who can pose as Disciples or Hybrids in order to set the Disciples and Deep Ones against each other. Agents are asked to do other morally questionable things for the cause, including taking part in a sweep for ‘illegal immigrants’ as part of their day job, which turns into human trafficking of innocent women who carry genetic traces of Deep One heritage. Having tagged them and traded them to Bova’s operation, Delta Green finds their final destination and raids The Farm. Unless Agents can correct Delta Green’s analysis, it is assumed to be a Disciples project.
Act 4 can go two ways. If Agents have succeeded in redirecting Delta Green’s attention to the real threat of the triumvirate (which may involve a tense meeting with a member of A Cell, or the Director himself), then Barrowman, Ross and Bova, and as many of their customers as possible, must die, and the Compound 83 project must be utterly destroyed. The triumvirate and their customers are rich, powerful, dangerous, well-guarded, men, but they are men. Once Delta Green directs its attention to locating them, Donald Poe and/or Director Oakes pierce their security like a hot skewer through butter, followed with snipings and bombings of their customer base of the rich, old and corrupt. This is interpreted as ‘left-wing terrorist’ activity by the US government and ‘regular’ national security establishment. Hunts for terrorist cells are launched. Some patsies and Friendlies take the fall. Both Outlaws and Program run quiet until the dust settles, using the time to reassess their own flawed decision making. As the campaign concludes, any Agents who were particularly instrumental in putting Delta Green on the right track may find themselves suddenly offered a command role. The reward for being the best gravedigger is always a bigger shovel.
If the Agents haven’t picked up on or convinced Delta Green of the deeper threat, Act 4 is Götterdämmerung. Using ghouls, patsies, and undercover Agents to pose as members of each of the conspiracies, Delta Green attempts to broker a bad deal between the Disciples and Deep Ones, causing each to believe that the other has double-crossed them. The Disciples believe that they will be receiving Liao, but receive gold (which Delta Green attempts to steal). More significantly, the Deep Ones believe they will be receiving a large human tribute, but Delta Green, posing as the Disciples, hands over the Worm-infested hybrids it has recovered from The Farm instead, together with other carriers of the Deep One gene it has seized and imprisoned during ICE ‘illegal immigrant’ sweeps.
If it works, the two sides escalate beyond Delta Green’s expectations. Enraged Deep Ones summon a Spawn of Cthulhu to lead a night attack on La Hacienda in Sinaloa. Seeing themselves outclassed, cannier disciples, led by Choudhary, flee via gate or Winged Servitor, then begin tracking down whoever is responsible, targeting both the Exalted Circle and Delta Green. Ibrahim, driven to rage for the first time in centuries and unwilling to abandon his library, invokes Qu-Tugkwa, the Nemesis of Flame, to strike the Deep One army, destroying everything in the area. If he succeeds in dispelling Qu-Tugkwa afterwards, surviving Disciples frantically pack their records and flee through Gates to prepared backup locations; if not, Qu-Tugkwa expands until La Hacienda is consumed as well before leaving.
SECRET SOCIETY WITHIN THE FEDERAL GOVERNMENT? SECOND DAY OF SENATOR MCCALL’S CLOSED DOOR HEARINGS. – Delta Green: Tales from Failed Anatomies V2
The backlash is disastrous. Fleeing members of Los Negros, the Disciples’ pet paramilitary, spread cell-phone footage of the supernatural battle, which the US-based Program is ill equipped to cover up. Mexico demands immense reparations from the US for the ‘submarine nuclear strike’ on its territory, pointing to the President’s often-repeated threats of military action against the cartels. The Pentagon begins a witch-hunt for the ‘deep state conspiracy’ responsible for the ‘unauthorised military strike’. Because there was no ‘military strike’ in any conventional sense, there follows 72 hours of confusion, in which the Program permanently shuts down 90% of its operations in order to prevent discovery, and Agents are ordered to commit various unsavoury actions to ‘close leaks’ and ‘tie off loose ends’. Led by Admiral Gates, the scientific parts of the Program flee to March Industries. The US government eventually takes the official position that the strike on La Hacienda was an escalation of inter-cartel violence using a ‘dirty bomb’. Mexico rejects this finding, entering a state of near-Cold War hostility with its northern neighbour.
At the GM’s discretion, Security Director Oakes ‘removes’ the Director for his disastrous miscalculations, and then removes Bostik when he attempts to turn himself in to the Pentagon, triggering release of some of his dead-man’s caches to foreign intelligence agencies. That the US has access to extraterrestrial technology soon becomes an open secret. Shelton, Mannen and Crumpton desperately cover up what’s left, and turn the core Agent network of Delta Green over to the Outlaws.
Delta Green survives as an illegal conspiracy, with much-reduced resources, in a world in which the Unnatural is increasingly exposed to public view, and the Cult of Cthulhu is resurgent.
Should you begin to examine the rich and powerful of the world, you would find a surprising number who pay tribute to Cthulhu. Most do this secretly and alone. Sometime soon, however, the dreams will come, their eyes will be opened, and they will realize that they are not alone in their adoration of the dweller in the deep. At that time, the cult of Cthulhu will be reborn, made up now of the cream of society, commerce, and politics. At that time, they will do all they can to orchestrate the events of the End Time. Until then, they are each alone, and may perhaps be dealt with. But there are so many, so very many… – Delta Green: The Conspiracy
It's been a busy couple months for me, so who knows if I'll actually be able to finish anything, but I might as well dump some notes here:
Step 0: Premise
The *structural* premise I'm starting with is ‘none’, or rather, ‘the default DG campaign’ since I feel that that doesn’t actually get a lot of support.
But after 30 years of DG, is the default in my head actually the default? How would I describe that to a player, especially a new player, who might be more familiar with SCP creepypastas than the *X-Files*, *Silence of the Lambs*, or sober-faced reporting on the dangers of child-eating Satanic cults?
It's probably best to put that aside, and consider what I _do_ want to include.
With that in mind, I'm not sure what monsters or mythos entities would be best to use in an 'introduction.' The obvious answer to me would be Deep Ones for what I can only describe as "historical" reasons, but they're not necessarily the most effective or interesting creatures in the menagerie.
What I usually find most fruitful in games is the intersection of body-horror and the traditional occult, but after going in circles no specific ideas are jumping to mind in that regard.
That said, elements I'd like to include are:
1. Sacrifices/magical effects/curses as things deputizing the PCs over other cops/LEOs/general people on the scene.)
2. A central campaign thread of some sort of complex crime that requires expert consultants. (Serial murder over a wide geographic area, organized crime, something like that. That means that if it features a cult, the cult would have some sort of public face or faces to be investigated as part of this.)
3. An initial scenario that can lead to the PCs being deputized by an existing cell or inducted into DG. (I'd like a beginner campaign to be useful as a _character_ introduction, too. Maybe I should provide some optional pregens?)
4. The history of the SRA/Satanic-Panic-era policing and it's relationship to the case. This is not just a perennial interest of mine, it's also the elephant in the room when it comes to anything involving LEO and spooky stuff.
5. A cult with a position within the upper echelons of society, which can deploy its interests to oppose the PCs on a social as well as a physical or metaphysical level. (Relating back to items 1 and 3.)
6. Gothic horror elements reframed with contemporary contexts: Familial curses, overgrown ruins, omens of doom, twisted interpersonal relationships, etc etc. This is, I think, key to making something 'feel' Lovecrafty without necessarily dumping a bunch of mythos brand names into the mix from the getgo. A more specific thing I'd like to use is weird dreams or similar means for there to be a connection to the supernatural element that's not objectively obvious. This also helps to underscore that the PCs are, at some level, vulnerable to the unnatural elements regardless of where they are or what they're doing.
7. A set of scenario structures which represent 'archetypes' of DG scenarios or X-Files episodes. I think in practice this means looking one step back at common inspirational material that doesn't necessarily involve aliens or the occult. *Manhunter*, *Silence of the Lambs*, *All the President's Men*, and regular mysteries or real-world investigations are all key things to remember here.
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