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Delta Green RPG

Delta Green: The Conspiracy

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In that time we’ve come back strong, doing things they couldn’t conceive of. They think they understand us, those who know we’re still around. They think we’re cowboys, meddlers.... They think we’re just too pig-headed and selfish and old to let go of what we once were.

They know nothing.


In Delta Green, cosmic terror meets modern conspiracy. Delta Green is a secret group dedicated to protecting humanity from unnatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.

The Conspiracy is a 1990s sourcebook for Delta The Role-Playing An updated, rearranged version of the original, 1997 Delta Green sourcebook with new art and graphic design, new appendices by Shane Ivey, editing by Shane Ivey and Caleb Stokes, and a foreword by Ray Winninger. Delta Green won the Origins Award for Best Roleplaying Supplement. The Delta Green line has consistently been some of the highest-rated RPG books of all time. The Conspiracy brings those original, infamous horrors to the light of a new age.


The Conspiracy

Agents & Friendlies
The Delta Green Campaign
Delta Green
The Fungi From Yuggoth
Majestic
The Karotechia
Saucerwatch
The Fate
Feds in the Nineties
Security Classifications
Glossary
Mysterious Manuscripts
New Rituals
Bibliography
Index

Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I’ve prepared for them. May God have mercy on my soul.

231 pages, ebook

Published October 26, 2022

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19 people want to read

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Dennis Detwiller

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March 27, 2023
How? Part of the Kickstarter revision of the original books.

What? This is a revision and rerelease of a bunch of the original Delta Green book of mixing 90s conspiracy with Lovecraftian horror. So here we've got a lot on the Mi-Go, the Grays, and the human MAJESTIC group that has a relationship with what they think are aliens; we've also got a chapter on the revived Nazis of the Karotechia; and the sorcerous underground of the Fate.

Yeah, so? I'm a bit Delta Green fan, but I don't know off the top of my head what material here is new, if any. It _feels_ like a beautiful re-rendering of the old material, updated now to its own RPG system, rather than a whole new lot of information -- but I still find this 90s setting to be one of the most fun versions of the game.

***

Delta Green: Convergence
How? I backed the Kickstarter for the revision/re-release of the original DG stuff now that DG is its own game.

What? This is the short (22p) softcover reissue of the first DG adventure, from all the way back in 1992, when it first appeared in The Unspeakable Oath.

In this adventure, a kid with weird super-strength comes to the attention of Delta Green, and the PCs have to go investigate his hometown where —

Yeah, so? — the Mi-Go have been running experiments, replacing human tissue with porto-matter, and taking over the town, with the connivance of the evil government agency that has sided with the aliens.

(For a quick reminder, the genius of Delta Green was perfectly melding Lovecraftian monsters and ideas with the 90s conspiracy vogue; so Mi-Go in Lovecraft always are running experiments on humans, as well as just extracting minerals they can only find here. Well, in the 90s, that fear was localized in the alien Grays. So here: the Mi-Go are the Grays.)

The adventure is a little investigation sandbox, with locations that can advance the investigation and problems; as well as some non-location based “shocks” that can be introduced to advance the horror. For instance, go to the town hall, and discover the aldermen have been melded into a single organic computer and surveillance monster; but if a PC goes somewhere alone, maybe they’ll be taken by the Mi-Go and given a super-improved GI system.

I happen to own one of the original DG books where this adventure was reprinted, and from a quick comparison, they look pretty much the same except for the system.

That said, this adventure doesn’t have a lot of advice or guardrails, outside of one small box about how to run one scene for terror; and the investigation seems to be pretty simple in a way — there’s one place where they can go where they can basically figure out most of what’s going on. I’m excited to see these updated versions, but kind of wish this was made a little bit with new DG players in mind.

But then, this was a KS for a revision of a thing that already existed, so maybe it was always going to be aimed right at the heart of the old DG fan and collector.
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