From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V1 #2 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Thursday, April 9 1998 Volume 01 : Number 002 ---------------------------------------------------------------------- Date: Wed, 8 Apr 98 16:49:46 UT From: "John Gallant" Subject: DG: Fun Adventures Hi-diddly-ho, Delta Greenaroonies, Has anyone seen Stranger than Truth! Further Adventures in the Tabloid World? It's a collection of short adventures for Pandemonium, from Atlas/M.I.B. Productions. They are designed for tabloid investigators looking into supernatural occurences. And they're funny. They're Ed Wood meets Oliver Stone on mescaline. Even though they're all tongue in cheek, they do seem appropriate as an occasional light-hearted break from the mythos. Oh yeah, and one of them was written by John Tynes. That one takes place at a conspiracy buff's convention. The tabloid investigator schtick is convertible to a DG cell, and it all works for those nights when you just don't want to drag out the Mi-go. Take care, C.H. ------------------------------ Date: Wed, 8 Apr 98 17:33:27 UT From: "John Gallant" Subject: DG: RE: (ADMIN TEST MESSAGE) Will proceed as directed. Operation Test Message implemented. Agents alerted. g 6 *<.1LEȐ Qa)TX#_zÌM4p]1Yvqq9gunman!Ѣݕ#F3shotslDl TV% A=P+L*Yq$졶sɍP>bknoll Uܰ1M "\`W#Wrי 7 x3N)W߷DSjv R"41963:NS\) Ͻ aSK"L9`_X \b9< > @ ------------------------------ Date: Wed, 8 Apr 1998 16:03:07 -0400 From: "Dan Chapman" Subject: DG: Re: RE: (ADMIN TEST MESSAGE) Our department resents having to undertake such a complex mission with such short notice. You will answer to the review board. Wait a minute, we don't have review boards. Never mind. - -------------------------------- Dan Chapman Network Analyst, MS Certified Systems Engineer dchapman@myself.com - -----Original Message----- From: John Gallant To: Delta Green List Date: Wednesday, April 08, 1998 4:39 PM Subject: DG: RE: (ADMIN TEST MESSAGE) >Will proceed as directed. Operation Test Message implemented. Agents >alerted. > >g >6 *<.1LEȐ >Qa)TX#_zÌM4p]1Yvqq9speedboat!Ѣݕ#Fbrowngoa tlDl TV% >A=P+L*Yq$졶sɍP>bknoll Uܰ1M "\`W#Wrי >7 x3N)W߷D Sjv >R"4crashlanding:NS\) Ͻ aSK"L9`_X >\b9< > >@ > ------------------------------ Date: Wed, 8 Apr 1998 13:14:55 -0700 (PDT) From: Jason Newquist Subject: DG: (ADMIN - The digest is here.) Folks, The digest version of this list has been created, and appears to be working properly. It is a seperate mailing list. To join it, you must subscribe seperately (and will likely want to unsub from this main list). The file below explains everything you need to do, if you are interested in such... Let me know if you have any problems. - -j - ------------------------------------------------------------------------- * You are subscribed to deltagreen@nocturne.org. * * You will receive individual messages. If you are looking for the "bulk" * or "digest" version, please unsubscribe from this list, and subscribe * to deltagreen-digest@nocturne.org, as illustrated below. HOW TO SUBSCRIBE: To the main list: Send email to: majordomo@nocturne.org In the body: subscribe deltagreen your@email.address To the DIGEST version of the list: Send email to: majordomo@nocturne.org In the body: subscribe deltagreen-digest your@email.address HOW TO UNSUBSCRIBE: To the main list: Send email to: majordomo@nocturne.org In the body: unsubscribe deltagreen your@email.address To the DIGEST version of the list: Send email to: majordomo@nocturne.org In the body: unsubscribe deltagreen-digest your@email.address HOW TO POST A MESSAGE TO THE LIST: Send email to: deltagreen@nocturne.org PEOPLE TO CONTACT: Chris Womack * List Policy Director, Bona Fide DG Friendly --> Contact for questions relating to list policies and content. Jason Newquist * Technical Person at Nocturne Research --> Contact for sub/unsub problems or other issues of a technical fnord. - ------------------------------------------------------------------------- Jason Newquist The acid test is whether you take any pleasure in jason@nocturne.org responding to the question 'What do you do?' Nocturne Research - Metropolitan (1990) ------------------------------ Date: Wed, 08 Apr 1998 15:41:45 -0500 From: Mark Richardson Subject: DG: Campaign Suggestions I'm still reletively early on in the DG campaign I'm running. I'm currently running my players through the third scenario. While I've been gaming, off and on, for almost 13 years, this is the first time I've ever had a chance to run a campaign for any RPG. Therefore, I was wondering if anyone had any pointers or suggestions concerning how to make a DG campaign more seamless. I'm finding it difficult to make the campaign seem like one big piece instead of a bunch of scenarios strung together. Another problem I've been having is trying to set the mood for the game. Any suggestions on that front? Thanks for the help. Mark - -- ********************************************************************* Greed is for amateurs. Discord, chaos, anarchy, now that's fun! -The Crow ********************************************************************* ------------------------------ Date: Wed, 08 Apr 1998 13:58:09 -0700 From: Russell Mirabelli Subject: DG: Campaign Suggestions -Reply Mark Richardson said: >I'm finding it difficult to make the campaign seem like one >big piece instead of a bunch of scenarios strung together. I don't know that there's a real benefit to unifying a DG campaign. Don't forget that agents are supposed to have "real jobs" and only occasionally get called out for service at the Opera. Having the agents involved in a day-to-day monster/alien bash turns a campaign into little more than scooby doo with badges. True, you want to have similar bad guys from episode to episode (with breaks for Nazi butt-kicking, of course), but that's about it. Plus, unifying the campaign makes it difficult to increase the body count. :-) Russell "Here's a fresh character sheet." Mirabelli ------------------------------ Date: Wed, 08 Apr 1998 17:10:22 -0400 From: Tal Meta Subject: Re: DG: Campaign Suggestions Mark Richardson wrote: > > Therefore, I was > wondering if anyone had any pointers or suggestions concerning how to > make a DG campaign more seamless. I'm finding it difficult to make the > campaign seem like one big piece instead of a bunch of scenarios strung > together. Another problem I've been having is trying to set the mood for > the game. Any suggestions on that front? Thanks for the help. First off, keep notes on the scenarios you run. Keep a list of villians who escape, and what they might be able to do concerning revenge. Second, create a "stable" of non-critical NPCs that your characters can run into in every/every other scenario. Make them visable, but don't orient the plot on them. But keep one as your "major villian", preferably in a position where the PCs trust him with minor things... And finally, keep an ear on what your players say to each other. Some of the absolute best campaign goals have been gleaned from a mistaken impression my players have gotten concerning leads to a case, what a certain NPC said, etc., that while totally wrong from what I had originally planned, worked so very well I began to weave entire campaigns around them. I recently ran a campaign (in another game system) where the major villian of the campaign started out as a minstrel who bought passage on the ship they'd just purchased to sail downriver. I purposely gave him a name of a mutual friend so they'd trust him, and by the time they found out he was a bad guy, he'd had weeks to study how they operated as a group, what skills they had, etc.. He made their lives very, very miserable. :) ------------------------------ Date: Wed, 8 Apr 98 23:24:33 UT From: "John Gallant" Subject: DG: RE: Campaign Suggestions (long-winded) Mark pondered: <> One thing I've learned, that is key to keeping the game's tension high, BE CONFIDENT. As a GM you know everything and have every possibility covered. At least, that should be the impression. As long as you stay confident, smug even, the players will feel that you are the one in control, and that they are pawns, which is the proper order of things. In between planned scenarios, have lots of weird, tense events, so that it feels like a huge, complex plot is being unraveled. In time, you'll start to string those bits together, making the players even more paranoid. Have photographers snapping their pictures. Newspapers declaring odd events in places the PCs have become aware of works well. Have contacts die. A break in at the apartment of one of the agents is good too. Random crime? Cult suicides occuring after the PCs have had a minor run in with one of the member's makes them feel like they're on to something huge. Maybe you'll make it into something later, but that's not necessary. Life's funny like that. The human mind naturally attempts to string together unrelated events so as to put things in order; like when you think of a person and then he or she dies in a car accident that same day. Psychic power? no, just coincidence, but it's enough to get some people believing in the supernatural elements in mundane situations. Never underestimate the ability of PCs to string odd things together. The more odd, random things you toss in the pot, the harder they work to put the events in order. By the time the real planned adventure occurs, they'll be thinking it was being lead up to for quite a while. Just smile when that happens. Don't let on that the Arab who murdered the grocery store clerk and died shouting of the demons had nothing to do with what you're taking them into. Good foreplay makes the whole thing better. C.H. One more thing: Lots of props, especially fake articles, for things that don't yet, or never will matter ------------------------------ Date: Wed, 8 Apr 1998 16:56:10 -0700 (PDT) From: Chris Womack Subject: DG: Directive from the Top I've been enjoying reading all the wonderful ideas that people have been posting, and am gratified to see so much activity on a list barely two days old. Something occurred to me, not necessarily as a result of anything anybody has already posted, but as a distinct possibility I'd like to avoid if at all possible. To wit, as there are DG players as well as keepers subscribed to this list, we should all put in a little effort to be circumspect about how we discuss Certain Things. As we all know, DG is a game about conspiracies, some earthly/clandestine/government-sanctioned/etc., others clearly NOT. While it is inevitable that certain groups and powers will be topics for discussion, for the sake of our players who may be following the list, we should avoid AS MUCH AS POSSIBLE explicitly naming names or giving indications of who's pulling the strings that might spoil things for the players. To that end, I'll leave it to you to engage in a little self-censorship, to avoid giving things away that players are better off not knowing. If you absolutely have to talk about Certain Things, I'd like to propose adopting a convention of using a 'Keeper Eyes Only' label in your subject lines, to warn players away from seeing things they really don't need to see (at least, not until we can have 'em make Sanity rolls for it ;) ). What do you think? Sound reasonable? Chris Womack Keeper of the List oaktree@nocturne.org ------------------------------ Date: Wed, 08 Apr 1998 20:18:41 -0400 From: Daniel Harms Subject: Re: DG: Campaign Suggestions Hello, all. I just started a small Delta Green campaign to be run on an on-again, off-again basis. We've run one scenario, and I'm going to run another this weekend (I'll put up the outlines if anyone's interested). > Therefore, I was wondering if anyone had any pointers or suggestions > concerning how to make a DG campaign more seamless. I'm finding it > difficult to make the campaign seem like one big piece instead of a bunch > of scenarios strung together. I'm actually finding that this loose structure has its advantages. If you hold yourself to one scenario a session, it allows you a great deal of leeway. If other characters don't show up, or if new ones come in, DG provides you with a plausible reason for doing so. I'm still going to give it some campaign elements, however. To do this, I'll introduce people, places, and things which will turn up in subsequent stories, keeping them to one or two per session. After a certain point, things should take over from there. Here's a problem I've run into: How do you decide when the characters have exceeded their authority? Also, how do you run with characters who know more about the government than you do? I was playtesting the scenario for this weekend with an ex-Army type who knew all sorts of stuff about what a black-op might be like. I did put a kibosh on his plan to grab several Yale students off the streets and inject them full of truth-drugs, but there was a lot that I hadn't considered beforehand. Any ideas as to good sources for this sort of info? Yrs., Daniel Harms dmharms@acsu.buffalo.edu "Fie on the immortality of cast-iron lawn deer!" -- H. P. Lovecraft ------------------------------ Date: Wed, 8 Apr 1998 20:23:40 -0400 From: Duran Goodyear Subject: DG: A rules conversion. - ------ =_NextPart_000_01BD632C.393F4300 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: quoted-printable A question... I have purchased the DG book, and well, frankly, think it's great... But, I don't own the CoC rule book, and was just going to use the rules = from Jovian Chronicles. (another great game)... My question is.. has any one done any rules conversions for this = system... My main concern is the sanity system, and any other thoughts = you agents may all have. Thanks. 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------ =_NextPart_000_01BD632C.393F4300-- ------------------------------ Date: Wed, 08 Apr 1998 20:27:09 -0400 From: Daniel Harms Subject: Re: DG: Directive from the Top At 04:56 PM 4/8/98 -0700, you wrote: >While it is inevitable that certain groups and powers will be topics for >discussion, for the sake of our players who may be following the list, we >should avoid AS MUCH AS POSSIBLE explicitly naming names or giving >indications of who's pulling the strings that might spoil things for the >players. >To that end, I'll leave it to you to engage in a little self-censorship, >to avoid giving things away that players are better off not knowing. If >you absolutely have to talk about Certain Things, I'd like to propose >adopting a convention of using a 'Keeper Eyes Only' label in your subject >lines, to warn players away from seeing things they really don't need to >see (at least, not until we can have 'em make Sanity rolls for it ;) ). Yes, but "Keeper's Eyes Only" sounds so... uncool. We might go for "TOP SECRET -- DELTA GREEN CLEARANCE" or "Director's Eyes Only" or just "Eyes Only". What does everyone think? Yrs., Daniel Harms dmharms@acsu.buffalo.edu "Fie on the immortality of cast-iron lawn deer!" -- H. P. Lovecraft ------------------------------ Date: Wed, 08 Apr 1998 19:37:41 -0400 From: Tal Meta Subject: Re: DG: Directive from the Top Chris Womack wrote: > To that end, I'll leave it to you to engage in a little self-censorship, > to avoid giving things away that players are better off not knowing. If > you absolutely have to talk about Certain Things, I'd like to propose > adopting a convention of using a 'Keeper Eyes Only' label in your subject > lines, to warn players away from seeing things they really don't need to > see (at least, not until we can have 'em make Sanity rolls for it ;) ). > > What do you think? Sound reasonable? It's a good idea in theory, but is it really necessary? I mean, on the one hand, the types of people who are going to read a "Keeper's Eyes Only" message when they shouldn't are STILL going to read it no matter how you label it. And on the other hand, just because Checkers Pizza is an instrument of the Elder Things in one campaign doesn't mean it's not a front for the Karotechnia in another (or just a pizza joint in yet a third). Of course, if someone is going to post a whole scenario, it ought to have a disclaimer on it stating as much, but random pieces and story hooks are bound to get recycled into new forms whenever they hit a Keeper's campaign. - -- talmeta@bellatlantic.net - I *am* one of the Chosen Few! At once one with the conspiracy, as well as it's DEADLIEST foe! / Do I look like someone who cares what GOD thinks?! I have no webpage. / I mean, if this was a cartoon, which character would YOU want to smash into a pulp, huh?!?!? Will work for cash. / Insert Nifty ASCII graphic here. Give me Slack, or give me Food (or kill me). TANJ Lives! ------------------------------ Date: Wed, 8 Apr 1998 21:05:26 EDT From: Croaker Jr Subject: Re: DG: Re: New Campaign Lots of good ideas on how to begin a campaign! I agree with what seems to be the consensus, that you'll get the most fun out of starting things off with the characters ignorant of everything supernatural, and the players ignorant of as much as you can manage. I've run Delta Green scenarios occasionally since Convergence first appeared in 1992, and they've always been purely episodic: the players started off with a briefing on what DG was and their role in it, and then we dove into things. It was fun, but now that the DG book is available there's plenty of context to add to make for a real campaign. It's taken a year for my life to settle down enough to where I can maybe actually RUN the campaign, but it ought to be fun anyway. I'm planning things out pretty carefully with an eye toward what the characters will learn. The first part of the campaign will start them off as federal agents with no knowledge of the Mythos or DG, and will include scenarios to expose them to it all. First off will be "Love's Lonely Children," from THE STARS ARE RIGHT (if you don't have it, submit a request to your appropriations department, or arrange for covert acquisition ASAP), as the agents' first exposure to the Mythos (and it will be a doozy). Next on deck will be "Puppet Shows and Shadow Plays," in which Delta Green (behind the scenes throughout) sends the agent on a mission with potential paranormal factors and observes their performance. Then we'll run "PX Poker Night," with a twist inspired by "Tales of the White Heart," the convention scenario another writer mentioned: the agents will be invited by their soon-to-be Cell Leader to observe the debriefing of a survivor of PX Poker Night; then the players will switch to the Air Force characters to play out the debriefing. The Cell Leader will use that to tie together what DG faces and invite the agents to join. Meanwhile, of course, DG special ops specialists will be keeping tabs on the characters in order to silence them if they refuse to join. After the players are fully into Delta Green, we'll run a few home-grown scenarios in the more traditional setting, with the investigators going in knowing each is a DG op and having DG resources to call on. My players will already know a bit about Delta Green, so I'll emphasize the mystery and paranoia of shadowy figures watching them and the dread of the characters' first exposure to the horrors involved. Anyway, that's one idea of how to set up a campaign. I'll tell you in a couple of weeks how well it works. ;-) Shane Ivey http://www.geocities.com/Area51/Shadowlands/6580/dg.htm ------------------------------ Date: Wed, 8 Apr 1998 20:09:26 -0500 (CDT) From: "Matt C." Subject: DG: New Cell K Cell is reactivated this Friday night. Reports will be posted through the normal channels. K will have the full three person compliment as well as a possible friendly attached. - -'Lance' ------------------------------ Date: Thu, 9 Apr 98 02:05:37 UT From: "John Gallant" Subject: RE: DG: Campaign Suggestions Daniel Harms said: >> Also, how do you run with characters who know more about the government than you do? I was playtesting the scenario for this weekend with an ex-Army type who knew all sorts of stuff about what a black-op might be like.>> He only THINKS he knows. Mulder also thought he knew how the government operated. I'd like to see the situation played out as he discovered that the things he'd sworn to defend are nothing like what he'd believed them to be. >> I did put a kibosh on his plan to grab several Yale students off the streets and inject them full of truth-drugs, but there was a lot that I hadn't considered beforehand. Any ideas as to good sources for this sort of info?>> I say let him play G. Gordon Liddy/Smoking Man. Go with his choices with confidence. Then get him in the next session when a reporter from the the Washington Post has photos and eyewitness accounts of him doing illegal things. The pressure will come down. Reward rashness appropriately. Make sure you keep the pace and actions under your control. When the balance of power shifts to a single member of the party, then things start to go downhill fast. Ultimately he should realize that the old methods and caution work far better than "truth-drugs" (whatever those are) and black helicopters. ------------------------------ Date: Thu, 9 Apr 98 02:20:30 UT From: "John Gallant" Subject: RE: DG: Directive from the Top Mr. Harms wrote: >>Yes, but "Keeper's Eyes Only" sounds so... uncool. We might go for "TOP SECRET -- DELTA GREEN CLEARANCE" or "Director's Eyes Only" or just "Eyes Only". What does everyone think?>> Can we just use subject line DG [KEO] or DG [keepers] If it's standard then people on the list will know at a glance. Are either of these acceptable? ------------------------------ Date: Wed, 08 Apr 1998 23:11:06 -0400 From: "John P. Yuda" Subject: DG: Re: A rules conversion. At 08:23 PM 4/8/98 -0400, you wrote: >A question... >I have purchased the DG book, and well, frankly, think it's great... >But, I don't own the CoC rule book, and was just going to use the rules from Jovian Chronicles. (another great game)... >My question is.. has any one done any rules conversions for this system... My main concern is the sanity system, and any other thoughts you agents may all have. >Thanks. Well, I run DG under West End's Masterbook system. The rules conversions weren't hard, seeing as Masterbook is a generic rules system, but of course any numbers given in the actual DG book were useless to me. However, any suggested skills, weapons stats, etc. were easily ported over b/c most of those things are really system-independent. Sanity, of course, is a problem. As I see it, there's 2 ways around this when not using CoC. My original solution was to minimize the Elder Gods influence (don't worry, there's still plenty of occult and paranormal, but the primary gist of my game is conspiracy) and completely ignore sanity roles altogether. My second suggestion is a freeware system found on the web called The Window, which actually has sanity rules. You can find it at http://www.mimgames.com/window/ One caveat about The Window, however, is that it is an extremely freeform roleplaying. It actually has less rules than White Wolf stuff, which I think is the most freeform commercial game available short of the diceless ones like Amber. I like this amount of freedom, but I'm an experienced gamemaster and my players are all pretty experienced, so it works well. Also, I'd just like to chime in on the strain about suggestions for making the campaign seem less like a series of semi-related scenarios. I've run this type of game before (I ran a game where the players were French spies in the early seventies. very campy!), and I kind of like the scenario freedom, because it allows for things like players not showing, etc. Of course, my scenarios all last 2-3 sessions, so it's not quite as useful to me. My suggestion, if you want to make it more campaignlike, is to have the players go on non-DG missions...maybe just one or two of them (like the FBI agents do something that is simply an FBI case), and have them roleplay some downtime. Not too much, because it can get really boring, but it can make the characters and game seem more real and less like a TV show. Have a good 'un, Yuda - ------------------------------------------------------- "The Pope, huh?" --Bob Dylan 163 Atherton Hall University Park PA 16802 (814)862-5598 yuda@psu.edu yuda@cse.psu.edu RGM web page: http://rowdy.home.ml.org/ personal page: http://www.personal.psu.edu/jpy107/ ------------------------------ Date: Wed, 8 Apr 1998 22:18:47 -0500 (CDT) From: "Matt C." Subject: Re: DG: Re: A rules conversion. >web called The Window, which actually has sanity rules. You can find it at >http://www.mimgames.com/window/ Another fun freeware system is FUDGE (my personal fave freeware) its easilly found on the web or I have it zipped around here somewhere if you want a copy emailed to you. :) Easilly converted to DG, might take a tad bit of effort to set up sanity rules, but not much. - -Matt C + | + "Free your mind and your ass will follow" Prime Minister Clinton before a session of Parliment Matt Cowger - Tenebrae@Earthling.net ICQ UIN:5409084 Cam #:9607-020 http://home.gvi.net/~tenebrae + | + ------------------------------ Date: Thu, 09 Apr 1998 00:56:55 EDT From: theherald@juno.com (Michael Layne) Subject: Re: DG: (ADMIN TEST MESSAGE) On Wed, 8 Apr 1998 09:51:55 -0700 (PDT) Jason Newquist writes: > >Please ignore. This message is being sent to generate enough traffic >to >test list digest functionality. > >This is *not* an encrypted message meant for our operatives in the >field. > >------------------------------------------------------------------------- >Jason Newquist The acid test is whether you take any pleasure >in >jason@nocturne.org responding to the question 'What do you >do?' >Nocturne Research - Metropolitan >(1990) > > >GyB.8XEFs-â̕n ]ƅ$J \ b,Jo >F`O]d?#8O?G?6}I^ċO6y{{zOO}tc~Z6zprƾmyq}ML"R>.xxT\"q/دn >=={q|/Km>,%[{yz d~Y ׇ5^7EA~xQ[o|E{c?dE{sR?r.Lgnm3Y"`D >3.hf[.luN!r3r0.0};[Ca6Ň6aܙ*sJI rȜTP*Wi*ҵFrom Message received and decrypted. I am alerting my team now. Request strategic assets from 509 BW, Whiteman AFB be placed on standby in case the situation requires use of special weapons. Michael Layne theherald@juno.com _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866] ------------------------------ Date: Thu, 09 Apr 1998 11:02:25 From: Davide Mana Subject: Re: DG: Directive from the Top Greetings. Chris Womack wrote [snip!] > I'll leave it to you to engage in a little self-censorship, >to avoid giving things away that players are better off not knowing. If >you absolutely have to talk about Certain Things, I'd like to propose >adopting a convention of using a 'Keeper Eyes Only' label in your subject >lines, to warn players away from seeing things they really don't need to >see (at least, not until we can have 'em make Sanity rolls for it ;) ). > >What do you think? Sound reasonable? Yes, by all means. Let's adopt some kind of header tag and keep references as circuitous and tangential as possible anyway. [In the end it might even turn out to be fun.] This will not grant that players will stay clear from keeper knowledge, of course, but probably's the best we can do short of encrypting the whole thing (a bit unpractical, I guess). Sorry if I sound more paraonid than usual, but having caught a pair of smartass players once with a copy of the published CoC campaign we were running (they had the book home and used it 'for reference') and suffered the consequences (the game sank faster than the T ship), I'd like to avoid the same happening again to my team or any other. Expecially with Delta Green. And this is it, for what it's worth. Keep watching the sky. Davide Mana Torino, Italy ------------------------------ Date: Thu, 9 Apr 1998 10:59:30 +0100 From: Andrew Hunt Subject: DG: Delta Green VS Conspiracy X - Possible spoilers if you plan on playing Resection Of Time Ok, Someone had to ask, What are the main differences and similarities between Delta Green and Conspiracy X, which is better (if that isn't obvious from the list title) and which one works best as a longer term campaign. I've played Conspiracy X (and read half) and Call of Cthulhu (DM mainly since I originally picked up first Edition) but I don't even own DG yet, (wasn't available when I had the cash now it's available I'm skint -- It's a conspiracy I tell ya!). Thing is these two background ideas fit in well with my current COC campaign. Basically the PC's have run two UK based scenarios which I wrote (One based on Ramsey Cambells - Ancient Images a really easy scenario conversion, the second completely home brewed) and a third scenario Resection Of Time. POSSIBLE SPOILER FROM THIS POINT ON: In Resection of Time the PC's meet up with agents of a secret society aiming to eradicate the Mi Go and are actually working for them for some time. Now my idea had always been that random paranormal events occurring around the PCs would feel false so I was going to introduce them to a society that would use them to combat threats against humanity. So the question is should I use DG or Con X? All the best Andrew ------------------------------ Date: Thu, 9 Apr 1998 10:48:01 +0100 From: Andrew Hunt Subject: DG: RE: (ADMIN - The digest is here.) - ------ =_NextPart_000_01BD63A8.22508600 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit The digest version of this list has been created, and appears to be working properly. << Excellent, and my first post was to ask about a digest version. 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