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Common problems and dealing with Agent knowledge of the unnatural in Delta Green.

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DannyK

That's really good advice! One message I got from this is also that Delta Green is not a Mythos simulator, it needs to be focus on the players and their experience. How important is it that the *Handler* understands what's going on? I have found that players sometimes lose interest if they start to feel like I'm just winging it rather than running the horrors according to some arcane rules. EDIT: Amazing art by the way, I was just watching footage of the exploding oil depot in Jeddah and this was a real visual shock!

detwiller

Oh, I hardly ever know what's "really" going on, but it's never really been an issue. Coming up with new and interesting (and personal) problems for the Agents to solve is the key there — players are engaged not just when there is a combat problem to be "solved" but also when there are interesting choices to be made for their Agents. Focusing on the experience of the player's Agents *is* the key.

Anonymous

I really like that encapsulation "personal destruction in the face of an inconceivable apocalypse". Our world has enough tales of destruction (personal and otherwise) in the face of entirely conceivable (hell, graphable, even) apocalypses. The horror and hope of "maybe that saved us, maybe it delayed it for now... who knows?" beats the hell out of "yeah, no, nothing at all you can do about it, really, but go ahead and try if it makes you feel better."