From: owner-deltagreen-digest@nocturne.org (deltagreen-digest) To: deltagreen-digest@nocturne.org Subject: deltagreen-digest V1 #3 Reply-To: Delta Green List Sender: owner-deltagreen-digest@nocturne.org Errors-To: owner-deltagreen-digest@nocturne.org Precedence: bulk deltagreen-digest Monday, April 13 1998 Volume 01 : Number 003 ---------------------------------------------------------------------- Date: Thu, 9 Apr 1998 11:10:03 +0100 From: Andrew Hunt Subject: DG: Sanity and Delta Green Hello, I've always had a problem with the sanity rules in COC. Even though I love the concept I find that it can quickly become boring, especially if the PC's encounter too many things that should not be known in succession. So I was wondering: Are the sanity rules the same in DG as they are in the main rules? If not what are the differences? How do people deal with sanity so that it is not overused and becomes just another die roll? Thanks in advance for the comments. Andrew BTW If anyone has seen the old 1950's film Night of the Demon (based on an MR James short story - Casting The Runes it is easily converted into a COC scenario and more specifically Delta Green. When I did it (years ago) I had the cultists summon up Yog-Sothoth. This is still the only appearance of a greater god in one of my campaigns - great fun - 1D100 sanity loss, ha ha ha - evil cackle). ------------------------------ Date: Thu, 9 Apr 1998 07:26:25 EDT From: Croaker Jr Subject: Re: DG: Campaign Suggestions A writer asked about dealing with players who buk the system, particularly the player who wanted to grab a bunch of students and inject them with truth drugs. I say, run with it! I played a CIA covert operative in a DG scenario this past fall, and our team's actions and tactics were quite different from the "standard" FBI storyline. And it felt quite appropriate, in fact. DG is completely covert, cares little for their enemies' civil rights or getting evidence to be used in court, and tends to involve operations with a high body count. A classic black op gone bad, in other words. So in one case we did the truth-drug abduction ourselves: we grabbed a guy whom we suspected of being in collusion with The Bad Guys, scared the crap out of him, interrogated him, then doped him up to interrogate him again (just to be sure). Then we informed him that he had a choice: help us set a trap for his friends, or disappear. The trap didn't work, but it was worth a shot. The point is, DG can be run in many ways; it could be that your players appear more like the villains of the piece, except for the fact that they're trying to kill things that are even worse than they; or they could be trying to stay honest, and you can focus on the sense of corruption that comes with sacrificing their ideals for the common good. Fun stuff either way. Shane Ivey, aka "Agent KELLEY" http://www.geocities.com/Area51/Shadowlands/6580/dg.htm ------------------------------ Date: Thu, 9 Apr 1998 21:26:10 +1000 From: "Rob Shankly" Subject: Re: DG: Directive from the Top Greetings all. This is an important housekeeping point. I cannot see a way to guarantee that players don't access scenario specific information on this list (or the digest). When you also consider that some players may also be Keepers in other games, the situation gets quite baroque. Basically, trust your players. I suggest we take a leaf out of the Harn discussion group: Scenario spoilers are labeled as such in their subject (and often in the first line of the message as well). Questions + answers that specific players should not see are labeled with those people's names. The first 20 lines or so of body text are blank. This prevents inadvertent reading. For this list people could insert their PGP public code . . . This seems to work- remember if you can't trust your players not to look, then it is probably inappropriate material for an open list. To keep the list messages looking cool, I suggest should go in the subject line, and can go in the first line of body text. Finally, in cases of real "danger", ask people to respond off list. Rob Shankly "Sweeet!" ludo@bigpond.com.au ------------------------------ Date: Thu, 9 Apr 1998 09:35:18 -0400 From: "Dan Chapman" Subject: DG: Re: Sanity and Delta Green I have to agree with Andrew about the Sanity rules. For a game that tries to put so much focus on roleplaying, CoC relies on the Sanity game mechanic far too much IMHO. It does require a decent group of players, but roleplaying the effects of Mythos encounters is a much better solution than "nutty-boy hit points." Of course, it's still handy to have a nutzoid table to roll on when you have to _force_ a character to go completely off his chump. Anyway, for the most part, you have to use discretion. I've seen a CoC scenario that called for Sanity rolls when viewing a dead dog squirming with maggots. Yucky to be sure, but insanity-inducing? Nope. We played a scenario once that called for Sanity rolls after viewing a corpse with its small intestine stretched over a door like a police line. The doctor in the party failed his roll and would have lost 2 Sanity if I hadn't waved it off. Especially in a game like DG, where all the PCs will likely be professionals who have seen their share of dead bodies and such, Sanity mechanics have to be toned down or removed. This isn't the reason I'm using the D6 System for my DG game, but it does mean that I don't have to convert the rules to D6; I just have to get my players to roleplay (always an adventure in itself). Matt mentioned using FUDGE for DG, and somebody else mentioned The Window. I'd really like to hear how these turn out, by private e-mail if you'd prefer. There's a free horror game on my site at http://www.rpguniverse.com/d6system.html called Into The Shadows (if it's not there now, it will be in a few hours). It was written by Craig Griswold and contains lots of helpful rules, etc. for using the D6 System as a horror game (DG or otherwise). - -------------------------------- Dan Chapman Network Analyst, MS Certified Systems Engineer dchapman@myself.com http://www.rpguniverse.com - -----Original Message----- From: Andrew Hunt To: 'Delta Green List' Date: Thursday, April 09, 1998 9:14 AM Subject: DG: Sanity and Delta Green >Hello, > >I've always had a problem with the sanity rules in COC. Even though I love the concept I find that it can quickly become boring, especially if the PC's encounter too many things that should not be known in succession. So I was wondering: > >Are the sanity rules the same in DG as they are in the main rules? > >If not what are the differences? > >How do people deal with sanity so that it is not overused and becomes just another die roll? > >Thanks in advance for the comments. > > >Andrew > >BTW If anyone has seen the old 1950's film Night of the Demon (based on an MR James short story - Casting The Runes it is easily converted into a COC scenario and more specifically Delta Green. When I did it (years ago) I had the cultists summon up Yog-Sothoth. This is still the only appearance of a greater god in one of my campaigns - great fun - 1D100 sanity loss, ha ha a - evil cackle). > > > > > ------------------------------ Date: Thu, 9 Apr 1998 10:54:22 -0400 From: "Dan Chapman" Subject: DG: Re: Re: A rules conversion. - -----Original Message----- From: John P. Yuda To: Delta Green List Date: Thursday, April 09, 1998 2:10 AM Subject: DG: Re: A rules conversion. >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. I agree, and that's exactly the tact I plan to take in my DG campaign. Since I'm using the D6 System (which, like Masterbook, is from WEG), I plan on using D6 Secret Agents when it's released (I hope to have the playtest kit on my website soon) and mixing it in with DG. Frankly, I think this needs to be done in every CoC game to keep it from getting into a stale "Mythos monster of the week" series. - -------------------------------- Dan Chapman Network Analyst, MS Certified Systems Engineer dchapman@myself.com http://www.rpguniverse.com ------------------------------ Date: Thu, 9 Apr 1998 11:18:13 -0700 (PDT) From: Chris Womack Subject: Re: DG: Directive from the Top There have been a number of responses to the suggestion that we adopt a labelling convention for message subject headers to preserve players from exposure to certain DG secrets, the majority of them positive, so I'm going to go ahead and say it's officially adopted as list policy--whenever you post sensitive material that players are better off not seeing, AT THE VERY LEAST you should include a 'Keeper Eyes Only' label in your message header (any additional precautions, such as naming specific listmembers who should not read the message, leaving a screen's worth of blank lines at the top before beginning the message text, etc., are also welcome). The reason I suggested 'Keeper Eyes Only' for this warning label is that, while it may be boring and prosaic, it *is* unambiguous--even brand-new listmembers will be able to understand it, and players will have little excuse for ignoring it. Again, though, this should be used as a last resort, only when explicit reference to Certain Things in your post is unavoidable. Whenever possible, feel free to use vague, ominous terminology that fellow Keepers can read past but players cannot (e.g., "clandestine forces within the government who operate in collusion with THEM" or "Those who pull the strings"). Remember, even if something is old hat to your gaming group, there are always brand-new players out there who *aren't* in on The Secret (whichever secret that might be). Let's strive to maintain a little mystery so as not to spoil things for them. As for players who insist on reading things they shouldn't, well, we really can't do much beyond the honor system--again, make sure you label things you wouldn't want your readers seeing appropriately. If worst comes to absolute worst and you have a player using this list to get Inside Information with which to spoil the game, let me know and I'll arrange for the MiB's to pay him/her a visit. Comments, as always, are welcome. Chris Womack Keeper of the List oaktree@nocturne.org ------------------------------ Date: Thu, 9 Apr 98 12:11:03 -0700 From: Joseph Camp Subject: Re: DG: Directive from the Top >There have been a number of responses to the suggestion that we adopt a >labelling convention for message subject headers to preserve players from >exposure to certain DG secrets, the majority of them positive, so I'm >going to go ahead and say it's officially adopted as list policy Security is, of course, a life-and-death concern in our line of work. This looks like decent tradecraft to me. (Portion marking would be ideal, I suppose, but impractical and again boils down to the honor system.) I might suggest that something about this methodology be inserted into the briefing document for new list members and on the list's web page. Quis custodiet ipsos custodes, Alphonse ------------------------------ Date: Thu, 9 Apr 98 19:34:55 UT From: "John Gallant" Subject: DG: [DG] Possible spoilers on Resection Of Time "Resection of Time" Spoilers!!!! > > > > > >Achtung! > > > > > > > >Are you sure you want to continue? > > >Now it's serious.... > > > > POSSIBLE SPOILER FROM THIS POINT ON: <> <> <> Use DG and make the old millionaire a DG friendly. The Mi-Go involvement make this one a DG natural. There is one thing you'll have to watch. Fix the old man's story. First he tells the PCs that Kyle Woodson's car was hit by another car. Then the other accounts are that he was walking to the parking garage to get his car when he was hit. Then we see the car in the archeologist's garage. Someone screwed up royally. If you don't fix the errors ahead of time, the players will notice and gum up the works. It's still a good adventure. C.H. Gallant ------------------------------ Date: Fri, 10 Apr 1998 12:38:20 EDT From: Pagan Art Subject: DG: This vellum paper fragment was recovered from the estate of a Lewis Roger Mumphry. Analysis at the Smithsonian indicates the paper stock was most likely manufactured in Europe in the late 1700's, and is of inferior quality. The writing style is cramped and our handwriting analysts have prepared several reports which will be forwarded to you. Here it is A- "On Ye Invitation and Leave-Taking of the Quiet One. To call a One from the Outside requires ye to be of strong will and little conscience, for it is conscience that hath doomed man in the future of which we cannot speak. A sigil, such as is found in the recesses of the Black Book, the second star, be it known as BELAPT must be incised upon the dirt before the sanctuary which has already felt much blood upon its soil. Then a rock, with three pinnacles must be placed before it. Upon it, a fresh token of fair blood. The chant is such: “Ana-Habrim, Ana-Al, Ana-Habrim” Repeated until the moon sets and a great fatigue overcomes the operator. Then, from above the Great One will descend cloaked in a soft light, like the moon falling to the earth. It will feed upon the token, and grant the true disciple a boon. Knowledge of things to come, or secret things, brought to the mind of the believer in his dreams. Movement between the far worlds and the stars they circle requires a sustenance found in the guts of a man, many times over. Once the place of the Token hath been set, and a time hath been set, it must not be missed, or the wrath of the One and that of his servants may doom thee. Being a time of torpor, the Others from Outside gain strength in their repose in this world, waiting for a time again where their kind shall cavort among the stars and lay waste to all who have come since their sleep. Its will shall be plain to those as worship it, and it shall make its followers known to each other, through its link to the minds of men. Gaining their strength, they wait and wake only for the feeding, and must be placed back in their slumber lest they wake too early. The carcass of the token, once fed upon must be burned, for this shall send the Other back to his vivid dreaming." Mumprhy was the local favorite suspect for the Louisiana BI's investigation into the "Devil's Bayou" disappearances in the late 70's. The case was dropped on the record after a warrant was issued and his house turned up clean. The local police kept after him though, and he led an unsuccessful lawsuit against the Pt. Palence Sherrifs department for harassment. Mumprhy was found dead in his home on 7 DEC 97, the victim of an apparent animal attack. His body was identified through dental records and personal effects, much of what was left was burned nearly beyond recognition. This paper was included among a bundle found within a wall safe, along with a hand drawn map marking the location in the bayou of "Sadey Lake". So far, the dragging of the lake has yielded the fragments of over thirty four individual victims. I guess Mumphry missed a feeding. ------------------------------ Date: Fri, 10 Apr 1998 14:58:06 -0700 (PDT) From: Chris Womack Subject: DG: Episodic vs. Story-Arc Campaigns (rambling) A number of posts have already touched upon this topic, but I thought I'd toss out a few more ideas, just to keep the ball rolling. It seems to me that DG is remarkably well-suited to two types of campaign styles, moreso than a lot of other RPGs out there. DG easily handles episodic campaigns and even one-shot games; a Keeper can lead his players through chargen, give them a brief description of the DG organization and its objectives, and turn them loose on a scenario. As others have pointed out, this sort of setup is great for convention gaming sessions. Likewise, DG can serve as the framework for a longer campaign, wherein a story of horrific proportions can be unfolded bit by bit through multiple linked scenarios. But I have suspicions, which I intend to pursue with my own gaming group, that DG actually comes into its own when it's run as a hybrid of these two campaign styles. In other words, rather than an endless string of one-shot adventures (each using different characters) wherein players never really get a feeling for the magnitude of the threats DG faces, or one single driving plotline that (when revealed) accounts for every single thing that happens within the game, which runs the risk of burying the characters (and player interest) under its relentless weight, I'm planning on having a story arc that guides the overall campaign, but not having every scenario tied into it. This way, my players will be able to develop a sense of accomplishment as they make progress towards an ultimate campaign goal, while allowing plenty of room for sidetracks, red herrings, unrelated phenomena, and peaceful interludes. Borrowing a page from Ars Magica (wherein each player creates at least two characters--a mage character, a non-mage companion, and possibly a number of servant-types or "grogs"--and then plays whichever character is best-suited to the current adventure), I'm also going to allow each of my players develop multiple characters. Their primary characters, all members of P-Cell (with a little nudging, maybe we can convince those of my players who are on this list to post descriptions of their chars, either here or on the DG website), are all currently laid up with a number of serious injuries sustained in their last op (I ran "Convergence" from the sourcebook; needless to say, they did not achieve the optimal solution ;) ). Even if this were not the case, I would still have them generate at least one additional character each, whom I will assign either as agents of other cells or else as DG friendlies, so that we can swap out characters from time to time, bringing in specialists as needed, changing the group dynamic, accounting for agent attrition, and so forth. In this way, I hope to create a campaign that has both flexibility and longevity, allowing my players to appreciate the game from a broader perspective. They'll get to see not only the big picture (if they're lucky and their characters' sanity holds ;) ), but also a number of other smaller-but-no-less-intriguing pictures. (After all, in DG, there's not just one Bad Guy--there's lots!) Also, by having them play more than one character, I can let my players experience a wider variety of encounters-- right now, the group is composed mainly of FBI agents, and so would likely only get to deal with things that would fall under general FBI jurisdiction; by adding in some other types of agents, I can broaden the horizons (so to speak) and bring in military issues, or CDC, or any number of other kinds of scenarios. Well, I've rambled on long enough; hopefully at least some of this makes sense/is of use to other listmembers. If I've only been rehashing the obvious, well, thanks for bearing with me--it's been a slow afternoon. ;) Chris Womack Keeper of the List oaktree@nocturne.org ------------------------------ Date: Fri, 10 Apr 1998 18:02:19 -0400 From: Tal Meta Subject: Re: DG: Episodic vs. Story-Arc Campaigns (rambling) Chris Womack wrote: > But I have suspicions, which I intend to pursue with my own gaming group, > that DG actually comes into its own when it's run as a hybrid of these two > campaign styles. In other words, rather than an endless string of > one-shot adventures (each using different characters) wherein players > never really get a feeling for the magnitude of the threats DG faces, or > one single driving plotline that (when revealed) accounts for every single > thing that happens within the game, which runs the risk of burying the > characters (and player interest) under its relentless weight, I'm > planning on having a story arc that guides the overall campaign, but not > having every scenario tied into it. This way, my players will be able to > develop a sense of accomplishment as they make progress towards an > ultimate campaign goal, while allowing plenty of room for sidetracks, red > herrings, unrelated phenomena, and peaceful interludes. This is, of course, the main thrust behind the "X-Files" series; not every episode centers on the main "mythos" of the series, but those that do bring you closer to a final answer. Of course, sometimes what you THOUGHT was just a side-episode turns out later to have been a core episode in disguise. (I have my own thoughts about some of them, but that's for another list ). - -- 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: Fri, 10 Apr 1998 19:08:54 -0400 From: "Dan Chapman" Subject: DG: Re: Episodic vs. Story-Arc Campaigns (rambling too) - -----Original Message----- From: Chris Womack To: deltagreen@nocturne.org Date: Friday, April 10, 1998 9:01 PM Subject: DG: Episodic vs. Story-Arc Campaigns (rambling) > >But I have suspicions, which I intend to pursue with my own gaming group, >that DG actually comes into its own when it's run as a hybrid of these two ... >characters (and player interest) under its relentless weight, I'm >planning on having a story arc that guides the overall campaign, but not >having every scenario tied into it. This way, my players will be able to >develop a sense of accomplishment as they make progress towards an >ultimate campaign goal, while allowing plenty of room for sidetracks, red >herrings, unrelated phenomena, and peaceful interludes. I feel the same way, Chris. In fact, I think everything from AD&D to Champions can benefit from this type of campaign, in which a single villain or group is often responsible for the overriding storyline. It grants cohesion to an otherwise difficult-to-connect series of scenarios. >Borrowing a page from Ars Magica (wherein each player creates at least >two characters--a mage character, a non-mage companion, and possibly a >number of servant-types or "grogs"--and then plays whichever character is >best-suited to the current adventure), I'm also going to allow each of my In my experience, this seems to work well. In a Werewolf: The Apocalypse campaign, each player also created a "kinfolk" character (WW terminology for ally) and we ran a few scenarios (not necessarily a full night's gaming) with these characters as they gathered information, interacted with humans, and generally did things the main characters were unable to do or were too busy to realistically accomplish. As I said, these adventures were not necessarily a full gaming session, nor were they always the focus of that night's gaming. They functioned more like TV subplots involving important supporting characters. This approach worked especially well since the main characters were somewhat superhuman (and nonhuman) and the NPCs were more appropriate liasons to the human populace. I suspect (although I haven't tried it) that this would work splendidly in a superhero campaign. - ---------- Dan Chapman Network Analyst Microsoft Certified Systems Engineer dchapman@myself.com http://www.jackpine.com/~dchapman ------------------------------ Date: Fri, 10 Apr 1998 19:57:24 -0400 From: "John P. Yuda" Subject: Re: DG: Episodic vs. Story-Arc Campaigns (rambling) >But I have suspicions, which I intend to pursue with my own gaming group, >that DG actually comes into its own when it's run as a hybrid of these two >campaign styles. In other words, rather than an endless string of >one-shot adventures (each using different characters) wherein players >never really get a feeling for the magnitude of the threats DG faces, or >one single driving plotline that (when revealed) accounts for every single >thing that happens within the game, which runs the risk of burying the >characters (and player interest) under its relentless weight, I'm >planning on having a story arc that guides the overall campaign, but not >having every scenario tied into it. This way, my players will be able to >develop a sense of accomplishment as they make progress towards an >ultimate campaign goal, while allowing plenty of room for sidetracks, red >herrings, unrelated phenomena, and peaceful interludes. Absolutely. At the moment my group is completely turned around, and chasing after ghosts from one of the sidetracks. It can be a blast to do that kind of thing. Of course, I might just take the campaign in that direction since they seem to want to. >Borrowing a page from Ars Magica (wherein each player creates at least >two characters--a mage character, a non-mage companion, and possibly a >number of servant-types or "grogs"--and then plays whichever character is >best-suited to the current adventure), I'm also going to allow each of my >players develop multiple characters. Their primary characters, all >members of P-Cell (with a little nudging, maybe we can convince those of >my players who are on this list to post descriptions of their chars, >either here or on the DG website), are all currently laid up with a number >of serious injuries sustained in their last op (I ran "Convergence" from >the sourcebook; needless to say, they did not achieve the optimal solution >;) ). Even if this were not the case, I would still have them generate at >least one additional character each, whom I will assign either as agents >of other cells or else as DG friendlies, so that we can swap out >characters from time to time, bringing in specialists as needed, changing >the group dynamic, accounting for agent attrition, and so forth. Here I disagree. I don't like having people play more than one character (I don't even like having players do char & shadow in wraith. we usually have somebody act as assistant storyteller and group shadowguide). Instead of this, I suggest having extra people make characters. I'm running DG with a 3-person group (excluding me) right now, and atm we have a guest character. I find it works better, if you have the flexibility and the people to do it with, to have 2-3 extra people make characters and then not always come. I feel like it allows the players to stay in character and develop their character better. This allows for the flexibility in terms of scenarios too, as long as you don't end up with 6 FBI agents. - ------------------------------------------------------- "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: Fri, 10 Apr 1998 20:26:02 -0400 From: Daniel Harms Subject: Re: DG: Episodic vs. Story-Arc Campaigns (rambling) At 02:58 PM 4/10/98 -0700, Chris wrote: >But I have suspicions, which I intend to pursue with my own gaming group, >that DG actually comes into its own when it's run as a hybrid of these two >campaign styles. In other words, rather than an endless string of >one-shot adventures (each using different characters) wherein players >never really get a feeling for the magnitude of the threats DG faces, or >one single driving plotline that (when revealed) accounts for every single >thing that happens within the game, which runs the risk of burying the >characters (and player interest) under its relentless weight, I'm >planning on having a story arc that guides the overall campaign, but not >having every scenario tied into it. This way, my players will be able to >develop a sense of accomplishment as they make progress towards an >ultimate campaign goal, while allowing plenty of room for sidetracks, red >herrings, unrelated phenomena, and peaceful interludes. My original viewpoint was for this as well. It's just that DG, if you can manage to run one mission per game, provides an ideal way of coping with irregular schedules. This is possible in other settings, true, but DG's structure adds plausability to the situation. > I'm also going to allow each of my >players develop multiple characters. [snip] > Even if this were not the case, I would still have them generate at >least one additional character each, whom I will assign either as agents >of other cells or else as DG friendlies, so that we can swap out >characters from time to time, bringing in specialists as needed, changing >the group dynamic, accounting for agent attrition, and so forth. This sounds good. In the original AD&D Dark Suns setting, there was a mechanism called a "character tree". You'd have four characters, and you could switch off between them if you so desired. As the character currently in use advanced in skills, you could also advance another character on the tree -- but no one character could be advanced much more than the others. This both gives the player different characters to play in different missions, and allows them, in case of character death, to have some reserves who are starting out below the rest of the team (though in CoC, that isn't such a problem). Still, I thought I'd toss it out, in case anyone might find it useful. Yrs., Daniel Harms dmharms@acsu.buffalo.edu "Fie on the immortality of cast-iron lawn deer!" -- H. P. Lovecraft ------------------------------ Date: Sat, 11 Apr 1998 00:49:29 -0500 (CDT) From: "Matt C." Subject: Re: DG: Episodic vs. Story-Arc Campaigns (rambling) >This is, of course, the main thrust behind the "X-Files" series; not >every episode centers on the main "mythos" of the series, but those that >do bring you closer to a final answer. Of course, sometimes what you >THOUGHT was just a side-episode turns out later to have been a core >episode in disguise. True, true. Episodic is cool..but htis also makes me think of .interlinking.... Which is .also. why I think the background use of this mailing list is cool, that is a trading ground for NPC information. One PC cell here ('K' cell) could be the NPC cell elsewhere. I am more then willing to trade NPCs from my game to those of others and honor what happens to them elsewhere. I think a 'shared universe' of Delta Green could be very cool. Sharing cells, NPCs, etc. I am going to have some web stuff for our campaign here..I'd love it to become shared for a mutual game with whoever... ;) - -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: Sat, 11 Apr 1998 22:09:06 +1000 From: Preedy Subject: Re: DG: Re: Sanity and Delta Green Having run a very conspiracy-oriented CoC since before I even dreampt of Delta Green, I took a massive, in-depth look at the system (uurg) and took a page out of the "Ultimate Keepers Revenge Kit" (as seen a long time back in the Chaosium mailing list). Hit points, majic points, sanity points... now I let the humle PC's try to guess what they have, and I keep track of their actual stats. Sure, this makes for a lot more housekeeping, but if you randomize (within reason and discretion) the results of screwed sanity rolls and pass them on the sly to the PC involved, it makes for great roleplay. For hit points, all I can say is "save up and buy a few dozen different first aid books" and dont tell players how much they lose: tell em how much they HURT. Blah blah blah housekeeping/paperwork/detracts from plot blah. I use the dicky little half-page charcter sheets in the CoC 5th edition book. I freeform a lot of it (and thats the key, i think.). I regularly lurk in alt.conspiracies and get all kinds of wierd and wonderful non-Cthulhu oriented conspiracies to confuse my players. If all else fails I break down and cry and watch as they drive a stolen taxi into the middle of a mass-sacrifice with guns-a-blazing (and the cab-driver unconscious in the boot). Jon Preedy, Azathoth goat@ozemail.com.au, hastur@mpx.com.au >>>"That twenty centuries of stony sleep Were vexed to nightmare by a rocking cradle..."<<< - W.B. Yeats ------------------------------ Date: Sun, 12 Apr 1998 22:53:34 -0500 (CDT) From: "Matt C." Subject: DG: [Keepers] K Cell K Cell has long had a reputation of being 'doomed' or 'cursed'. It is dersively reffered to occasionally as 'Unlucky K' or 'Special K' by members of other cells that know of its reputation. The first three members of the Cell vanished mysteriously off of the shore of Lake Superior, they had been investigating the disappearance of a large ore tanker. That situation was never resolved. The second group of three, along with two friendlys were killed during a gun battle with a group of armed survivalists in Wyoming. The ATF eventually got involved, the event ended in a mass gun fight leaving all of the survivalists and several ATF agents dead. Of the third group of three, two are in adjoing cells at the Menninger Foundation (Topeka, Ks.) recieving psychiatric care, the other is gone, presumed dead. The group had been investigating a southern Missouri physicist who had been working on a collection of old formulae believed to be Karotechian in origin. The explosion that leveled her lab destroyed much of the surrounding countryside as well. K is currently empty but is slated to be the next cell to be filled. The current contact for K is agent 'Lance' a CIA intelligence analyst from L Cell. + | + "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: Mon, 13 Apr 1998 00:06:08 EDT From: Pagan Art Subject: DG: Info exchange Hey guys, I just want to let you all know how much I'm enjoying the precedings. The info exchanged is quite useful. I was wondering, would you guys like any information from my own list of NPCs and locations? And possibly could we set up some kind of information exchange, where information about cities and other mundane stuff could be used to spice up a campaign. I for example am from New York, and live in Seattle, so I have extensive knowledge of both locales, I however would not know much about Louisiana, or Iowa and perhaps one of you would. Incidentally my agent Curtis McRay, aka JOSHUA has been active since before Fairfield bit the big one, all the way back to 1991. Gah. The memories. Trust me, in the role-playing environment of Pagan Publishing, having a character live that long is cause for celebration! Dennis Detwiller Art Director/Writer/Silly Rabbit Pagan Publishing ------------------------------ Date: Sun, 12 Apr 1998 23:16:11 -0500 (CDT) From: "Matt C." Subject: Re: DG: Info exchange > Incidentally my agent Curtis McRay, aka JOSHUA has been active since before >Fairfield bit the big one, all the way back to 1991. Gah. The memories. >Trust me, in the role-playing environment of Pagan Publishing, having a >character live that long is cause for celebration! I think that is a great idea! I was in fact going to (and started) spewing out some ideas and NPCs from my campaign and would be more then willing/happy to trade info or even get some cross campaign continuity going on between my group and others. I will, more then likely have a section of my web space set up as resources as well (alla the 'Standing in the Shadows' website..boy do those guys have their act together or what?) - -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: Mon, 13 Apr 1998 03:37:52 -0400 From: "John P. Yuda" Subject: Re: DG: Info exchange At 12:06 AM 4/13/98 EDT, you wrote: > Hey guys, I just want to let you all know how much I'm enjoying the >precedings. The info exchanged is quite useful. I was wondering, would you >guys like any information from my own list of NPCs and locations? And >possibly could we set up some kind of information exchange, where information >about cities and other mundane stuff could be used to spice up a campaign. I >for example am from New York, and live in Seattle, so I have extensive >knowledge of both locales, I however would not know much about Louisiana, or >Iowa and perhaps one of you would. Well, this is a great idea, I think. I live in Pennsylvania, and have for all my life, but I can give you info about PA and Delaware a little bit if you'd like. As far as my campaign goes, who can give me info about Florida, specifically southern Fla.? > Incidentally my agent Curtis McRay, aka JOSHUA has been active since before >Fairfield bit the big one, all the way back to 1991. Gah. The memories. >Trust me, in the role-playing environment of Pagan Publishing, having a >character live that long is cause for celebration! Hmm...cross-campaign continutity. I'm all for this, and if anybody wants to know what's going on with T-Cell or in Southern Florida, let me know either via the list or personally. One thing I should tell you, though, is definitely keeper information, and therefore is several carriage returns down... You're sure you want to continue? Abandon all hope ye who enter here!!! Last chance to turn back! Anyay, Club Apocalypse has opened another club. It's in Miami Beach, and it's fairly similar to the one in NYC. How they managed to get several basements in Florida is yet to be discovered, however.... - ------------------------------------------------------- "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/ ------------------------------ End of deltagreen-digest V1 #3 ******************************