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Welcome to America at the end of the Millennium. Do you know who is pulling the strings?

Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on.

This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever.

Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.

298 pages, Paperback

First published February 1, 1997

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Dennis Detwiller

77 books60 followers

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Displaying 1 - 21 of 21 reviews
Profile Image for C.T. Phipps.
Author 93 books670 followers
December 1, 2025
Spy Fiction, Cthulhu, and roleplaying games is about the easiest way to win me over. DELTA GREEN is a game that I never got to play during the Nineties because I was too into STAR WARS (WEG) and VAMPIRE: THE MASQUERADE. Still, the premise is pretty easy: the X-Files vs. Cthulhu. It takes a somewhat black and white view of the Mythos that I don't much care for as I think of them as amoral versus immoral but is still incredibly well designed. Playing the Men in Black as underfunded fanatics that screw up as often as they succeed is a great idea. I also love their take on the Mi-Go and Greys. Obviously, this is Pre-9/11 and the attitudes of the world toward the surveillance state and conspiracy theories have changed a great deal but some of it has aged very well.
Profile Image for Brian.
670 reviews87 followers
June 18, 2025
One of the biggest problems with Call of Cthulhu: Horror Roleplaying is lethality--Lovecraft's original stories almost never feature the death of the narrator and few feature any sort of physical altercation at all, but the Call of Cthulhu RPG is a notoriously lethal system. Lovecraftian monsters are far more resilient than the original stories, often being immune or highly resistant to bullets regardless of their initial portrayal, and that coupled with the merely-human PCs means that combat against any kind of supernatural opponent is extremely dangerous. But the Call of Cthulhu RPG is also highly focused on the narrative, with the PCs even called "investigators" and the assumed course of a game being the unraveling of a mystery, and those two elements have never easily combined.

Delta Green was created based on a game its authors were involved in where those contradictions became irreconcilable. They were running through the notoriously-lethal The Masks of Nyarlathotep campaign and had suffered through dozens of character deaths in the course of the game, and by the time they had gotten to Egypt, none of the characters they were playing had ever met anyone who had met anyone who had met anyone who had met Jackson Elias, the person who kicks off the entire course of events for the game. None of their new characters would have any plausible reason to investigate Lovecraftian horror, and they were so blasé to in-character danger and expecting the imminent death of their new characters that they would say things like "This is that hobo you mentioned being asleep in the alley half an hour ago, his name is Backwash McJesus" [actual name from the podcast where I heard them talk about this] and then Mr. McJesus would die later on in the same session anyway and the cycle would continue. So much for horror.

All of that explains most of what became Delta Green, which is often described as "Lovecraft mixed with the X-Files even though Delta Green came out first by over a year. The characters are federal agents, most of them with law enforcement powers, because those are the sorts of people who would have a direct reason to investigate mysterious Mythos happenings even at the cost of their life or sanity. The overarching structure of Delta Green, the clandestine intra-governmental task force (read: "illegal conspiracy") divided into multiple cells with its group of related-but-not-initiated Friendlies, explains where new characters come from and why they can show up hours or days after the death of a previous character. Mix in some 90s millennial paranoia, back when the conspiracy theories were about how the government was too competent, with the black helicopters and cattle mutilations provided by DELTA GREEN foil MAJESTIC 12, the actual clandestine intra-governmental task force in charge of maintaining the Agreement with the alien Grays (read: mi-go) and away we go.

I recognize that some of my strong positive reaction to this book is because I am An Old and can remember both the 90s and those conspiracy theories, the obsession with aliens, crystals, the New Age, and general millenialism. When I ran a game of Delta Green back in 2012-2014, I set the game in 1994, and sure, part of that is because even now after almost thirty years horror writers have not figured out what to do about cell phones, but part of that is because to me the 90s is a vital part of the book's mood. Especially after X-Files, everyone can relate to being part of a small group of government agents with few resources and barely any backing from your superiors, with some scene under a bridge where a DELTA GREEN agent is talking to a mysterious informant, perhaps one smoking a cigarette. It's one of the best setups for a game in existence and I have nothing but positive experiences with it.

Anyway, since the book was originally published in the 90s, a big chunk of it is reference material for how the government works, what the different relevant departments are and which ones have investigatory powers and are allowed to carry firearms (did you know the Poster Inspectors can carry firearms? They can!), which is still useful as a historical reference ever since the Department of Homeland Security reorganized a lot of the government's functions. There are also a few sample adventures to help induct a group of non-connected PCs into DELTA GREEN and continue the story of "horrible aliens doing horrible alien things" in the follow-ups. I ran two of them--the cell was an FBI agent, a CDC researcher, and a NSA analyst--and they both went very well, even if MAJESTIC 12 ended up busting in at the last minute in both of them. Boy, did my players grow to hate MAJESTIC 12. The rest of the book is background on MAJESTIC 12, some of the prominent figures behind DELTA GREEN, and various related characters the PCs might run into.

A chunk of the book is dedicated to other groups that Delta Green might interact with like the Fate, a super-crime organization in New York that uses the Mythos to corner the market on various criminal activities. The leader is Stephen Alzis, who is ambiguously Middle Eastern and ambiguously Nyarlathotep, but the main point from a game perspective is to use them to help fight fire with fire. The Fate can be a source of information that no one else would reasonably have access to, in exchange for later favors, which can of course lead to more missions, or "operas" in DELTA GREEN parlance--clandestine work for DELTA GREEN is referred to as "a night at the opera." There's a group called SaucerWatch that might provide tip-offs to actual mi-go"gray alien" activities, and one called Phenomen-X, a late-night TV show about paranormal activity. And the Karotechia, who are Nazis who used various supernatural means to survive to the 90s and plan to conquer the world for the Fourth Reich, though the book is explicit that this is totally out of their reach and DELTA GREEN could destroy the Karotechia with enough effort--they're meant to be a mid-campaign villain whose destruction draws the eye of MAJESTIC 12.

You could run an entire years-long game using just the information I described above, and I know, because I did it.

If there's any disadvantages to the book, it's that it's not a complete game. Usually I split these reviews into SETTING and SYSTEM, but Delta Green has very little system information because it's explicitly just using the standard Call of Cthulhu system (at the time this was written, the fifth edition). That's fine with me, since I used the free NEMESIS system (an adaptation of the one used in Unknown Armies) to run the game, and the lack of system information meant that I didn't have to flip through irrelevant statistics to find the information I'm looking for. And honestly, the Call of Cthulhu system is extremely easy to grasp since it's all "roll under the number, which is conveniently in a percentage." But I should mention it.

A lot of these RPG books I read in isolation, because I haven't run a game using them and, given that I am but dust and ash, am unlikely to have time in my life to do so when accounting for my other hobbies and the fact that I have a family. But I come to Delta Green with the experience that it was the basis for one the best games I ever ran, so I can enthusiastically say--this is the best way to experience Mythos gaming.
"Choose federal law enforcement. Choose the military. Choose NASA or the CDC. Choose lying to your superiors. Choose to ruin your career. Choose no friends. Choose divorce. Choose life through the bottom of a bottle. Choose destroying evidence and executing innocent people because they know too fucking much. Choose black fatigues and matching gas masks. Choose an MP5 stolen from the CIA loaded with Glasers, with a wide range of fucking attachments. Choose blazing away at mind numbing, sanity crushing things from beyond the stars, wondering whether you'd be better off stuffing the barrel in your own mouth. Choose The King in Yellow and waking up wondering who you are. Choose a 9mm retirement plan. Choose going out with a bang at the end of it all, PGP encrypting your last message down a securely laid cable as an NRO Delta wetworks squad busts through your door. Choose one last Night at the Opera.

"Choose Delta Green."
-Unknown
Profile Image for Psychophant.
546 reviews21 followers
December 15, 2011
I had been looking for this book fifteen years. Finally I found the French version, and even if I do not play Call of Cthulhu anymore, I had to have it. As so many things long desired, it was a bit of a letdown.

It was a great setting and a revolutionay idea, in 1993, when it was first proposed in the fanzine The Unspeakable Oath. After X-files, all kind of conspiracies, and the War on Terror, it is commonplace. We even have great parodies in this genre, like Stross' The Laundry.

The idea is simple. Assume the Lovecraftian Mythos are true, and that different Intelligence organizations react to them, and try to keep them hidden for many reasons from the general population. The main difference with the standard CoC game is that the platers are federal agents with access to resources much greater than usual, and usually a certain ability to use violence than normal citizens lack. That makes the hopeless fight a bit less hopeless, and less suicidal, so it is great for linking scenarios.

With foes from aliens to immortal nazis, and the eternal Outer Gods, it has a 90s feel, if your 90s had conspiracy theories, letter soup agencies and nihilistic tendencies. It has not aged too well. Add that the proposed adventures are not very well balanced from a gaming point of view and it is not a masterpiece. It is very interesting from a historical perspective point of view, however.
Profile Image for Benjamin.
1,440 reviews24 followers
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July 10, 2020
Bundle of Holding: Delta Green (Pagan Publishing)

Bundle consists of most (maybe all) of the Pagan Publishing version of Delta Green, the Call of Cthulhu in the 90s campaign setting where the characters are members of or friendly to a government conspiracy that has tasked itself with fighting the horrors of the Cthulhu Mythos, largely updated to fit the late 90s, X-Files aesthetic.

Included are several novels and anthologies:
* Through a Glass Darkly
* Denied to the Enemy
* Strange Authorities
* Alien Intelligence
* Dark Theatres

The core Delta Green setting book; three big expansions (Countdown, Eyes Only, and Targets of Opportunity); and an introductory adventure (PX Poker Night).

I would be hard pressed to explain how much I reverberate to this material: conspiracies! monsters! losers fighting the good fight! This is not just about the cosmic indifference bordering on malice, but also about the human malice and indifference; best case scenario, no one knows that you died to protect the world.

Or as one of the books notes, "Like most true Call of Cthulhu campaigns, no significant victory is possible, only the postponement of the inevitable."

Too cool for school? Drenched in irony and smug awareness to the point of drowning? Sure, but also: very very clever in the way it weaves together conspiracy and paranoia with the horror of Cthulhu. So, for instance, the Philadelphia Experiment is connected to Tillinghast who, in Lovecraft's "From Beyond," experiences extra-dimensional perception. Or the Grays -- they're working with Majestic-12, only they're actually puppets of the Mi-Go. Remember how everyone in the 90s was interested in abandoned tunnels and the people who live there? Well, in NYC, that's where the ghouls live.

Would I play a Delta Green game? Sure, though... a friend and I in 2015 started a sitcom pilot about a shadowy government agency that was given too much power and run by ne'er-do-wells, and we finished it in 2016, after the election of Trump, and pretty promptly shelved it as no longer even faintly humorous. I can't help but wonder if a historical Delta Green game might have, overlaying the horror, a faint sheen of 90s nostalgia. As I've said about the X-files: in the 90s, the unbelievable thing was that there were aliens; in the 00s, the unbelievable thing is that people in positions of power would do the right thing.

That said, I'm excited to dive into my next bundle: the Delta Green update.
Profile Image for Nicolas Ronvel.
476 reviews6 followers
April 18, 2012
Une excellente lecture que ce Delta Green, premier ouvrage de la gamme du même nom. On revisite la période moderne avec la sauce de Cthulhu, mâtinée de conspirations à la X-Files. Vraiment très inspirant et documenté. Les chapitres nous proposent toute une flopée de protagonistes, de divers alignements par rapport aux Investigateurs.

Le livre contient très peu de données purement techniques à destination du système de jeu de l'Appel de Cthulhu, et c'est tant mieux. Cela ouvre encore plus de possibilités pour réutiliser toutes ces informations avec autre chose.

Deux scénarios et une mini-campagne sont proposées. Elles donnent bien le ton, mais me semblent, à première vue, vraiment violentes. Cela pourrait servir comme conclusion à de arcs de scénarios, comme de Season Finale de série télévisée.

Reste à trouver le temps de synthétiser, digérer tout ça, trouver le groupe de joueurs adéquat, et s'y lancer. Mais la lecture était déjà très plaisante.
Profile Image for Eric.
27 reviews3 followers
March 15, 2013
On m'a souvent dit que Delta Green était difficile à faire jouer... Il en est rien! J'adore ce setting et mes joueurs également. Ce livre ne contient pas vraiment de règle mais offre du background à souhait pour jouer une campagne (ou one-shot) à la X-Files. La lecture est vraiment intéressante avec un mélange de fiction et de faits historiques. J'ai toujours aimé COC mais ça devient lourd à un certain moment. Il en est rien avec Delta Green. J'aime le coté un peu plus léger et l'emphase sur les UFOs. L'ambiance y est, mais on peut y mettre beaucoup plus d'actions que dans COC et les agents ont des chances de s'en sortir. Bref, j'adore!!!
Profile Image for Marc Lucke.
302 reviews2 followers
April 16, 2013
Delta Green was both wildly original and eerily prescient at time of its original publication and is a remarkable example of early-90s zeitgeist.

While I'm not enamoured of the game system, I wholeheartedly recommend it as inspiring source material and generally good reading: the combination of alphabet-soup intelligence agencies, international conspiracy, realpolitik, alien technology and Great Old Ones lurking in the shadows mashes most of my nerd buttons.
56 reviews
September 30, 2016
Two of my favorite things together: the Mythos and spycraft. This book is 90s as hell, but in the same awesome way that the X-Files is, plus with an added layer of espionage like a dollop of whipped cream. Recommended if you're looking at running an X-Files type of game, the updated version that came out this year will be better if you're looking for some more cut-and-dry spy games.
Profile Image for Simon.
16 reviews18 followers
October 3, 2016
An excellent modern day setting for the Call of Cthulhu RPG (although written a while back, so 'modern day' is a little subjective, and the setting is largely overwritten by the more recent standalone Delta Green RPG). In short: X-files meet cosmic alien horror - although the Delta Green setting predates X-Files it's the easiest comparison.
Profile Image for Noah Soudrette.
538 reviews42 followers
November 25, 2007
This might be my favorite Call of Cthulhu supplement and is easily the best supplement for playing Call of Cthulhu in a modern setting. The book is a great blend of old and new, kolchak and x-files, horror and Tom Clancy.
Profile Image for Brian Sammons.
Author 78 books73 followers
May 29, 2012
One of the best new takes on the wonderful Call of Cthulhu game, and the world of cosmic horror H.P. Lovecraft created in general, ever put together. If you want to run a RPG game in a world of modern horror and vast government conspiracies, this is the book for you.
Profile Image for Rowdy Scarlett.
57 reviews2 followers
February 28, 2013
The ONE RPG book you should by if you're at all into modern Horror of a Lovecraft style. If I could, I would give it 6 stars. Yes, it IS that good.
32 reviews
January 11, 2014
The best call of cthulhu supplements / setting. So good that I have the complete series and will never sell them even though tbey go for quite a high price.
Profile Image for Gary Pilkington.
52 reviews3 followers
January 30, 2017
A solid effort on the Call of Cthulhu RPG in a modern setting. Highly recommended.
Profile Image for JM.
178 reviews
November 26, 2025
There is a reason it is commonly thought of as the greatest RPG sourcebook. Absolutely packed with all the history you need to run a game of Delta Green but missing some vital components due to it assuming you know to translate the rules and system of Call of Cthulhu to fir the then modern setting. This can be a little jarring for a modern reader as most sourcebooks now are combined with guides on how to play but if you treat it as pure lore it works perfectly. Delta Green explains the new secret history of a world where the Mythos is very much real and how the world governments reacted to it. The simplicity of the idea refreshes the game and setting and put it back on track to popularity.
Profile Image for Brienprime.
147 reviews3 followers
February 7, 2023
This is the version of the Call of Cthulhu role playing game that interests me the most. Spies versus Cthulhu is the tiny elevator pitch. It's using a percentile system, if that helps.

There's nothing wrong with other versions where you play investigators in the 1920s. But this is more my wheelhouse.

When I met the majority of my friends they were all friends from childhood and played RPGs together. I'd never heard of HP Lovecraft up until it met them. His writing is very wordy and dry. I'd read some of his writing to get a feel for the world of the rpg, then a decade later this came out.
Profile Image for Michael Rowell.
4 reviews8 followers
February 20, 2019
Detwiller is a master at this singular genre of horror.

I've always had a thing for Cthulhu but the concept of overwhelmingly unstoppable evil can get tiresome quickly if you don't inject the narrative with creative ideas. Detwiller does this with eloquence and style.
Profile Image for Kat.
2,399 reviews117 followers
May 23, 2019
Basic Premise: Horror Roleplaying that mixes the Lovecraft Mythos with government conspiracy theory.

This is one of my favorite things, ever, in the whole world of roleplaying. I love the Chaosium Call of Cthulhu system and its emphasis on role-play over dice-slinging. It's a pretty deadly system (realism) and it is infinitely customizable (my players like to take "run away" as a skill). The Delta Green books don't change the roleplaying system, but add story and worldbuilding. They also give more updated information for horror in modern times, as CoC is really a lot more about playing in the 1920s, like when Lovecraft set his material. I love this setting.
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