Sometimes you read a game supplement which is worth taking note of, but isn’t quite substantial enough to waffle on about at length. When that happens to me, I make articles in this series. This time around, I have a couple of Delta Green offerings and an adventure book for Land of the Rising Sun.
Static Protocol (Delta Green)
This is a sort of little companion supplement to Impossible Landscapes, much as The Labyrinth had a companion booklet in the form of its Evidence Kit. Like that Evidence Kit, it’s a collection of handouts, but it’s more focused; in essence, it’s a little dictionary of likely subjects player characters may wish to research while playing through the campaign, and underneath each entry there’s a clutch of little clues provided as little text boxes with dates and salient facts – perfect for adding to red string boards! – arranged based on which sources are likely to yield that information.
This makes running research processes in the campaign nice and easy – just consider what avenues the players have chosen to take in their research, judge whether they need a roll (remember, Delta Green encourages you to let people have stuff for free if it’s fairly basic and they have decent skills), and then provide the items in question in response to successful research.
Like the Evidence Kit, this can be obtained in hardcopy via DriveThruRPG’s print on demand service, but I genuinely think it is most useful as a PDF, since then clues can quickly and simply be copy-pasted into whichever group chat or Discord server you’ve set up for your game (or PMed to players at the table). In-person, really the best way to do this is to provide index cards, write the clues on them, and let the players come up with a massive timeline or red string board on their own using them.
I took another look at my copy of Land of Ninja recently, which was the 3rd Edition RuneQuest supplement directed at adapting the system to a “medieval Japan with all the elements of magic and folklore having objective existence” type of setting. My copy is the Games Workshop release, which re-edits the booklets from the Avalon Hill boxed set into a slim hardcover.
In some respects, Games Workshop were really going all-out with their launch of their 3rd Edition RuneQuest line; 1987 would see them mounting a real blitz of releases, which would see them release the core rules (split into RuneQuest and Advanced RuneQuest), the Monsters volume, this, and Griffin Island, all adapted into hardcovers from original Avalon Hill sources. (Monsters incorporated creature from Monster Coliseum but, perhaps well-advisedly, ignored the rather lacklustre arena combat components; Griffin Island was an Avalon Hill repackaging of the classic 2nd Edition release Griffin Mountain with the Gloranthan connections surgically excised, and is considered rather inferior to the original.)
This stands out even in a year when Games Workshop were putting out classic early WFRP material like Shadows Over Bögenhafen, Death On the Reik, and Warhammer City, was actively supporting their own Judge Dredd RPG with the release of its Companion, put out their hardcover version of Paranoia 2nd Edition, and were giving Chaosium more love by putting out their hardcover version of Stormbringer! and their Green and Pleasant Land supplement for Call of Cthulhu (the 3rd edition of which they had put out in hardcover the previous year). By anyone’s measure, that’s an absolutely vintage year for RPG releases from Games Workshop, both in terms of their own homegrown offerings and their licensed products, but even in the context of those impressive offerings, bringing out five RuneQuest hardcovers within a year feels like a big deal, and would have come across as a big deal at the time.
Impossible Landscapes is a new supplement for Delta Green with an extremely long history. In its introduction its author, Dennis Detwiller, explains how since the early 1990s he’s tried to produce an epic King In Yellow-themed campaign for Call of Cthulhu; with this, he’s kind of done it, at least to the extent that Delta Green shares enough DNA with Call of Cthulhu that if you wanted to just run Delta Green material with the Call of Cthulhu system it wouldn’t be that difficult.
Taking as its initial seed Night Floors, an adventure from the second of the original Delta Green supplements (the legendary Countdown), Impossible Landscapes substantially builds on that adventure and then jumps the timeline forward some 20 years (you could fit in an entire campaign of more Delta Green investigations in there) before the other shoe finally drops, dumping the player characters into the sort of bizarre morass of surreal horror the whole King In Yellow concept lends itself to.
Delta Green has a history of dealing with this sort of thing, of course. As well as providing the original outing for Night Floors, the Countdown supplement provided John Tynes’ seminal essay The Hastur Mythos, which hyped up the potential of the themes delineated in Chambers’ The King In Yellow for a more surreal and personal style of horror than the Lovecraftian cosmic horror that Call of Cthulhu usually defaults to; Impossible Landscapes is the result of Detwiller spending a few decades refining that idea.
Sometimes you read a game supplement which is worth taking note of, but isn’t quite substantial enough to waffle on about at length. When that happens to me, I make articles in this series. This time around, a WFRP release and a couple of tasty treats for Delta Green.
Archives of the Empire Volume I (Warhammer Fantasy Roleplay)
This is presumably the first of a series, the idea seeming to be to package up small amounts of material on WFRP-relevant subjects in broadly thematically-related collections – kind of like Hogshead’s old Apocrypha Now collections, only a bit more focused. This first Archives of the Empire is broadly based around diversifying the coverage of the Empire. First up, there’s a useful section giving a rundown of the various Grand Provinces of the Empire, as they exist just prior to the events of the Enemy Within campaign. (There’s a promise that the final Enemy Within volume – Empire In Ruins – will give an update detailing what the lie of the land is once the campaign concludes.)
Sometimes I read a supplement and I want to say a few things about it on here, but don’t want to give it a full article; for this purpose I’m going to start reviewing such things in this new ongoing feature, Supplement Supplemental. This time around, I’ve got some slim additions to Changeling: the Lost and RuneQuest to look at.
Oak, Ash, & Thorn (Changeling: the Lost)
Oak, Ash, & Thorn is billed as “The Changeling: the Lost Second Edition Companion”, this feels like something of a misnomer. Usually, when RPG supplements are billed as “companions” – and that’s been true for Onyx Path’s Chronicles of Darkness output as any game line – that’s usually a signal that they have a fairly broad scope, offering a diverse range of material which may be a bit of a grab-bag, but precisely because of this can be potentially useful for a wide variety of campaigns within the envisioned scope of the game. Onyx Path have used the “companion” designation for some of their own material – think the V20 Companion or the Dark Ages Companion – which very much fits the status of stuff which, whilst useful, didn’t fit in the core book for their respective lines.
That is not quite the case with Oak, Ash, & Thorn, which actually is more specific in intention and unified in theme than that. As the introduction notes, it’s pitched to “Tier 2” Changeling games. Tier 1 is street-level, low-status stuff, where the PCs are probably not the movers and shakers in their Courts and events focus tightly on the motley’s immediate needs and foes. (Think the classic mode of play of early Vampire: the Masquerade, when the overriding assumption was that the PCs were all new-ish vampires towards the lower end of an extensive hierarchy as of the start of the campaign.) At the other end of the scale is Tier 3, which are intended to be more global in scope; this is the sort of cosmic-scape campaign which culminates with you bursting into the True Fae’s homes in Arcadia to go full Long Lankin on them.
OpenQuest has a new 3rd edition out. My thoughts on it are broadly in line with my thoughts on 2nd edition, since OpenQuest is one of those games where a new edition is taken as an opportunity for iterative improvement rather than radical reinvention. However, one thing which impressed me looking over the new book is the clarity of the design and the willingness to take a little space to explain some design decisions.
The refereeing advice chapter, in particular, is extremely good, offering a wealth of advice based on years of not just running and playing OpenQuest but a good knowledge of the rest of the Basic Roleplaying ecosystem. In this vein there’s quite a good bit at the start of the referee advice chapter where author-publisher Newt Newport explains what he considers to be both the traditional elements of BRP-ish games which OpenQuest inherits and embraces, and where it’s deviated from the rest of the field in general (and its immediate ancestor, the Mongoose Publishing edition of RuneQuest, in specific).
He doesn’t call it Basic Roleplaying, mind; OpenQuest uses the euphemism of “D100 gaming” to refer to BRP, wisely giving Chaosium’s protected areas of intellectual property a wide berth, but if you know your gaming history and a wider range of systems you know damn well that it’s not any particular percentile-driven system that’s being referred to by this but specifically BRP. Despite being coy about using the term Basic Roleplaying, OpenQuest is willing to namedrop Legend (which Mongoose renamed their second edition of RuneQuest to when they lost the rights to the name( and Mythras (which the Design Mechanism renamed their version of RuneQuest to when they lost the rights to the name).
In doing so, Newt ends up being a little modest when he refers to OpenQuest as being a “little brother” to Mythras. This might be true in terms of, say, rules complexity or big-name settings – OpenQuest hasn’t landed a licence on the level of, say, Lyonesse or Luther Arkwright, Mythras has. But in terms of seniority, OpenQuest has the edge, the original version having emerged in 2009; this is clearly earlier than the emergence of Mythras, even if you regard Mythras‘s “zeroth edition” as being the 2010-released second Mongoose edition of RuneQuest, which is now called Legend. (To recap the argument for doing so: Nash and Whitaker of The Design Mechanism did the original design on Mongoose’s second RuneQuest/Legend before they did Mythras, and they’ve said previously that Mythras is basically the “director’s cut” of that game, the original release of Mongoose’s second RuneQuest/Legend having suffered a butchered edit.)
What particularly impressed me, though, was the clear explanation of some aspects of the Empire of Gatan, the sample setting provided here, in which Newt does the decent thing and levels with the reader – something which RPG setting designers, fond as they are of keeping secrets and wanting to keep interpretations of their setting open are often reluctant to do. Here he points out explicitly how much of the setting material provided is from an Imperial perspective, and gives a more clear-sighted rundown of what he considers to be the Empire’s positive attributes and which aspects of it he considers to be significant flaws in the society depicted.
Some might question whether this is necessary, but in the realm of speculative fiction it’s not unknown for authors to design settings which reflect how they believe the world should work (or how they believe the world actually works – which results in a world infused with their personal worldview which, inherently, is going to include some personal biases and preconceptions), and especially not unknown for uncritical readers to brush past all the indications that you aren’t meant to take the in-character statements about the world at face value.
This sort of ambiguity suits movies and books and videogames with strong designer-imposed plots better than they do RPGs. In the former, the events of the story can help tease out what the author actually thinks about the world in question. In an RPG, everything ends up filtered through the referee, and the action of the plot is up for grabs, so there’s much more scope for people to miss the point of a setting – and therefore not get the best out of it – without this sort of direct statement of “this is what this is about”.
This sort of clarity is very much OpenQuest‘s stock-in-trade, and this remains true of the new edition, making it a welcome inclusion in the somewhat crowded penumbra of BRP-derived games.
In the past I’ve been clear that I think the management change at Chaosium was overall a good thing and that by and large the Moon Design gang have done a much better job of running the firm than the Charlie Krank-led regime. Whilst the work they have done to raise production standards, mend bridges, and pay debts have all been a breath of fresh air, especially considering the doldrums that Chaosium had languished in for so long, at the same time the new team haven’t just been knee-jerk innovating for the sake of innovating. They’ve stopped doing the stuff that didn’t work, sure, but they’ve kept going with things which made sense.
The Call of Cthulhu solo adventure line is a case in point, since to give credit where credit is due its modern revival began under Charlie Krank. After a brief dabbling in solo adventures back in 1985, Chaosium largely left the field for third party licensees to play with, but that all changed with the March 2015 release of Alone Against the Flames – which, coming three months before Greg Stafford and Sandy Petersen hit the big shiny button which launched Charlie Krank’s ejector seat, was among the last products put out by the old regime.
Not only has the Moon Design crew kept Alone Against the Flames in the product line, but they have also recognised just how good it is as an introductory adventure, and in that capacity incorporated it into the Call of Cthulhu Starter Set. They’ve also brought back into print updated versions of Alone Against the Dark and Alone Against the Wendigo (the latter retitled Alone Against the Frost), the old 1985 solo adventure releases. Now, with Alone Against the Tide, they’ve put out a brand new solo adventure, hopefully indicating that more solo fun will be coming from time to time in the future.
Credited to “Nicholas Johnson and Friends”, the adventure has you visiting the swanky Massachusetts lakeside town of Esbury. Local dignitary Professor Harris has died; his widow is presiding over a sale of some items from his estate. But why’s a Buddhist monk from India come all this way to the sale? For that matter, who are those toughs in the sharp suits who’ve turned up? Was the Professor’s death really suicide? And what’s with that curious idol he brought back from his expeditions?
Designed to be used in conjunction with either the full-fat Call of Cthulhu rulebook or the Call of Cthulhu Starter Set, Alone Against the Tide comes with a pregenerated investigator in the form of Dr. E. Woods. In fact, character sheets are provided for Ellery Woods or Eleanor Woods – the interior art seems to generally assume you’re Eleanor, and the stats are the same on both versions, but you get a different portrait on your character sheet and a slightly different description of your appearance and clothes depending on which you pick. Regardless of chosen character gender, the adventure pans out the same – Eleanor can choose to flirt with the same women Ellery gets to flirt with – so there’s that.
Alternatively, you can stat up your own investigator, and the adventure includes motivations for whichever of the professions available in the Starter Set you choose (if you’re working with the full rulebook you have to pick one of those professions, and indeed so far as I can tell there’s nothing you need to refer to in there which isn’t in the Starter Set rules anyway). This is kind of just a gesture – ultimately, regardless of who you are, you are interested in some capacity in Professor Harris and/or the work he left behind – but it’s a nice one to offer.
As far as the adventure itself goes, it follows similar principles to Alone Against the Flames: you are in this town, weird stuff is going down, there is a set order of events which are unfolding and thus a fairly linear timeline, but there’s lots of ways you can branch out around this timeline depending on what you choose to concentrate on.
Despite the title, incidentally, the scenario is not actually about Deep Ones! Instead, it’s riffing on the fact that a certain Buddhist holy site shares a name with a certain location in a Lovecraft story, though thankfully the Buddhist priest is an essentially friendly presence who’s filling in the same role as, say, your typical “Catholic priest who’s trying to contain a terrible evil” stock character in other contexts – his order has been containing the horror for generations, Professor Harris was being an arrogant colonialist and disrupted that, the monk’s trying to sort things out before it is too late. Though I ended up getting to a good ending without interacting with the monk that much, an alternate (and easier) route to victory hinges on you befriending him, and in general I think the character is well-handled.
I also quite like the artwork. Since this is a short product (under 100 pages) rather than a hardback – and since it’s aimed in part at people who’ve sprung for the modestly-priced Starter Set and haven’t necessarily got the appetite to the game which would make them pay out more for a more lavish product – there’s no need to give this the lush full-colour hardback presentation of other recent products, and the interior is all black and white. The interior art by Doruk Golcu and Andrey Fetisov are incredibly flavourful, eschewing excessively ornate detail in favour of a more atmospherically murky approach – I’d love to see their work gracing more Chaosium products.
Alone Against the Tide was previously released by Johnson as a homebrewed product by himself alone, as part of Chaosium’s Miskatonic Repository storefront on DriveThruRPG, which is the Call of Cthulhu equivalent of similar publisher-supported “monetise your homebrew” schemes like DM’s Guild for Dungeons & Dragons and Storyteller’s Vault for World of Darkness. Whilst there’s a conversation to be had as to the merits of these schemes, I think it speaks well for Chaosium that they are actually willing to pick out the cream of the crop from the Repository, give it a spruce-up, and release it as a canonised part of the game line – I’m not, off the top of my head, aware of Wizards of the Coast or White Wolf doing the same.
To round off this catch-up series on the Delta Green RPG (remember, I covered the core rules and some supplemental material in the previous two parts of this series), I’m going to cover here three scenario collections. A Night At the Opera and Black Sites are largely compilations of material previously released as individual scenarios, but I think smart buyers will prefer the collections to getting the individual ones. Both of them are quite diverse collections, and as a result there will probably be some scenarios you like and some which don’t appeal to you – but if you buy a collection then you can run the scenarios you like and strip-mine the others for what material you can, whereas if I am putting money down for a single scenario I want to be fairly sure it’s one I enjoy and will be appropriate for my table.
Control Group, on the other hand, is a sort-of campaign. I say “sort of” because each of the scenarios in it can be run individually as one-offs (or, in the case of the final scenario, slotted into a long-running Delta Green game without having to play through any of the others), but it’s presented as a series of scenarios all designed by Greg Stolze.
A Night At the Opera
As mentioned, this is a hardcover compilation of various adventures, many of which are stretch goals funded by the original Delta Green Kickstarter campaign. I got free PDFs of many of the adventures in question through my pledge level, and I liked more of them than I disliked and therefore preordered the hardcover compilation when Arc Dream presented the opportunity to do so.
(In case you were wondering: the title comes from the euphemism used in Delta Green to inform Agents that they are required for an operation. Though I’ve used the term in my home campaign, it always reminds my players of Queen albums and Marx Brothers movies; I’ve informed them that their PCs should be really worried if they ever get a message about “A Day At the Races”.)
It kicks off with Reverberations by Shane Ivey, a brief but decent introductory mission marred by the fact that it’s entwined with the Tcho-Tcho concept – and, in particular, the unreconstructed version of the concept from August Derleth and earlier iterations of Call of Cthulhu. It should be viable to tweak the investigation to make it less reliant on a “this entire ethnicity is evil and genociding them would have some positive aspects” trope – but Arc Dream haven’t done that, so still leaves a bad taste in the mouth, especially in a time when Chaosium have backed away from the more unacceptable implications of the Tcho-Tcho idea.
As promised, here’s part 2 of my catch-up article on the current Delta Green product line – last article I did the core rules, so this time I’m concentrating on supplemental material other than fully-developed scenarios (which I’ll cover next article) along with an entire standalone companion game.
So, over the course of the Kickstarter for the Delta Green core rules four PDF articles were funded. The pieces in the Redacted series were all intended to provide a set of thematically-related player-facing writeups of US government agencies (and private contractors), along the lines of the agency writeups in the Agent’s Handbook. These are useful for players and referees alike – since the writeups provide guidelines for PC careers in the bodies in question, and also provide a basis for working out the capabilities of NPCs hailing from those agencies and ideas for what they might get involved in.
As it stands, it just made sense to combine the four documents into a single supplement – The Complex – and make it available via PDF or print-on-demand, and it’s well worth it. The chart of agencies towards the beginning, which helpfully points to their writeup in The Complex or The Agent’s Handbook, vividly establishes just how much The Complex extends the game. Some of the agencies are are a bit specialist or off the beaten path – making the material here perfect if you want to add an NPC (or even a temporary PC) to the game who has specialist knowledge they can use on a consultant basis, or if you want to incorporate a player character with an odd set of skills without departing entirely from the assumed “government employee/contractor” status of Delta Green agents.
You could even use the supplement to run games where all the PCs come from a specific agency – say, NASA for some spacefaring fun, or the National Parks Service for a Delta Green investigation into the whole Missing 411 thing.
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 Cthulhu, Delta 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…
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.)