Goto [ Index ] |
Delta Green
Delta Green is a sourcebook for the Call of Cthulhu (CoC) game
from Pagan Publishing.
This version also includes stats for the d20 version of Call of
Cthulhu, but otherwise is pretty much unchanged, other than
presumably being reedited to make room for such stats, and they
added a bunch of excerpts from glowing reviews in the inside
cover of the book.
I've been a Call of Cthulhu fan since 1989 or so, starting with
4th edition. I was a hard core fan for a while, buying pretty
much ever new release from '90 to '95 or so. But due to
circumstances beyond my control, I lost all of my CoC books
shortly afterwards, along with most of my other gaming stuff.
Anyway, not really until d20 Call of Cthulhu came along did I get
back into that game, being a big fan of d20. And CoC d20 got me
back into CoC.
But by that time, Delta Green was out of print and costing a
small fortune used on ebay. So I passed on it until the reprint,
which finally came out in May 2007.
It calls itself "Modern", but in reality, it's very
much set in the 1990s. But basically it's a way to play CoC in a
more modern setting than the default 1920s.
Out of 340 pages or so, only about 140 or so make up the body of
the book (which mostly consists of a description of Delta Green
and other organizations). The rest are appendices, including
adventures. The body basically consists of descriptions of
various organizations - you get some info on the organization,
then some key members of that group, along with stats.

Delta Green
Delta Green is a secret governmental (mostly) organization that
fights the forces of the the Mythos, or at least the
Supernatural. This concept dates back pretty far, arguably to
some of the serials of the 30s/40s, where you had people like
Commando Cody fighting invaders from the Moon and the like, but
definitely to the late 60s with TV shows like UFO and then later
in the 70s with The Omega Factor. But definitely popularized by
the X-files.
In role-playing, the premise goes back to the early 80s, with the
weird and wonderful Bureau
13 (available in a new edition in 2007, but sadly only in PDF
and even that is a bit tricky, available only to mailing list
members). But is fairly common after that, including a group in
Dark Conspiracy with a similar name (actually, it's their home
base - its called Delta Seven). So the concept itself isn't
exactly novel.
But a group like this is certainly suggested by HPL's writings.
He makes mention of the US government acting against Innsmouth.
And indeed, in the sourcebook, that is essentially the origin of
Delta Green. The first 50 or so pages of the book detail the
history of the organization, starting from that incident,
including its ups and downs. Its real heyday was during WW2,
where it battled the occult forces of the Nazis
("Karotechia").
These days it's been largely driven underground. It was
officially disbanded in 1970 after a bad operation in Viet Nam,
but stayed active, just very disorganized since it was now
unofficial. But just now (in book terms, in real time, 1995) it
reformed with a more structured order, in cells, after the murder
of its unofficial leader. This is where the book (and presumably
your campaign) steps in, as part of the "new" Delta
Green.
Things are a bit confusing here, though. Delta Green isn't so
much anti Cthulhu Mythos, as anti-Supernatural (at least how it's
presented in the text). But at the same time, they apparently
have access to a lot of mythos tomes, and indeed, the head of the
top cell has a 40% or so score in the Cthulhu Mythos.
Delta Green itself gets about 30 pages of description, and a
similar amount describes the state of the Mythos (circa 1995 or
so)
Delta Green's Rivals and Opposition
While you'd think everyone would be happy having a group like
Delta Green around, fighting the good fight, that's not true. It
has its rivals. Its major one is Majestic 12, or MJ-12. This
pretty much follows the standard MJ-12 folklore. Basically, if
you've been living under a rock, they were formed as a group to
investigate the UFO crash at Roswell. Anyway, in this, it hews to
the more paranoid version of MJ-12, how they have made a secret
pact with the aliens, the Greys, gaining access to technology and
information, in exchange for the "right" to go about
their business unhindered (or rather, with the cooperation and
help of the government). They don't like Delta Green because they
think they will bother the Greys. Which the Greys won't like. And
some members of MJ-12 have their own axe to grind as well.

The key mystery here is that the Greys, are not really Greys, but
literally puppets for the Mi-Go. But no one actually knows this
except the Mi-Go themselves. (Pretty much every one who has heard
of Delta Green the product knows this though, so it's not really
a spoiler)
This actually makes a decent amount of sense. The original source
of the Mi-Go (with regards to the Mythos) is HPL's story
"The Whisperer in the Darkness". In that, the Mi-Go
seem fairly interested in humanity. Not exactly friendly, but
they took great pains to not actually hurt anyone in that story.
Besides MJ-12, Delta Green's old Nazi foe, Karotechia, still
exists, although it's pretty much a shadow of itself (which is
why it only gets about 15 pages while MJ-12 gets about 35). It's
quite a creepy organization, and I would have liked to have seen
more, though what's there is good. Especially the use of some
non-Mythos HPL in how one of the Nazi's stays alive (from
"Cool Air")
Other Groups
Two groups neither associated with nor opposed to Delta Green are
detailed. SaucerWatch, a UFO group, and The Fate, an occult
nightclub/criminal organization.
SaucerWatch is fictional, but seemed to include some NPCs based
on real life people in the UFO field. For instance, there is a
Harvard psychiatrist who studies alien abductees (based on John
Mack), a science fiction writer who has nightmare about being
abducted by aliens (based on Whitley Striber), even a hot shot
aviator from a famous airplane manufacturing company (based on
John Lear). Still, it avoided the people who you constantly see
dragged out on UFO specials on TV.
However, it's far too organized to be a believable UFO
organization. Pretty much all the real world ones are too busy
with infighting
and are incredibly incompetent. At least based on personal
experience. Most the real investigation is done by very small
groups or individuals who keep a very low profile (since they are
more interested in that than publicity).
The Fate, on the other hand, seems rather derived from the whole
World of Darkness line from White Wolf. Which was sort of the
next big thing in the early 90s. Oooh, we're mysterious and cool,
hanging out in nightclubs and being
vampires/mages/werewolves/etc, listening to cool underground
gothic bands. (In this case, it's mostly the middle one, mages.)
Still, neither group gets a lot of detail, only about 10 pages
each.
Other Stuff
You get a bibliography on spy and UFO stuff. The spy stuff seems
good, but the UFO stuff seems to be missing some essential reads,
like Jaques Vallee's Revelations, which is about UFOs
and Government Conspiracies (including basically the theme of
this book - that someone is using the belief in Roswell and
"Greys" and the like as a "control" system
for humanity, which is exactly what the Mi-Go are doing) and
Charles Berlitz's books on Roswell and the Philadelphia
Experiment (which aren't exactly good, but are the ones mostly
responsible for mentioning those two things, which seem to play a
big role in the background of this product).
Also some brief info on spy terminology and some info on security
classifications. There are several sample classified documents.
Also a brief section on new mythos books, including a classic UFO
book not mentioned in the bibliography, Jessup's The Case for
the UFO. The special annotated version.
Adventures (here be spoilers)
A good chunk of this book (80 pages) is devoted to adventures.
The first one is meant to be an introductory adventure, and is
basically the movie "The Hidden" combined with Val
Kilmer movie "Thunderheart".
Still, besides the rather obvious origins, it could have been a
good adventure, but just doesn't seem fully developed. The alien
pretty much just stays in one body (which just happens to be an
ex-Green Beret) when the PCs deal with them. Similarly, rather
than doing a lot of legwork involving roleplaying or interaction
with locals, the PCs sort of short circuit that with a
"vision quest"
The second adventure felt a lot more like a Dark Conspiracy
adventure than your typical Call of Cthulhu one. Basically, the
Greys/Mi-Go have taken over a small town and are doing horrible
experiments on the people there, and watching the results
The last one is really a mini-campaign, or at least two parter.
It starts off in St. Louis, where I am from. It's amusing that
they used the name of a local company (McDonnell-Douglas), but
changed it a little (McConnell-Bayless). But they were bought out
years ago by another company (Boeing).
Anyway, it starts off with a mysterious explosion at a local
politician's party. Then it leads to a local new age contactee
cult, and the PCs have to deal with a Terminator 2 liquid metal
style opponent. This eventually leads them PCs to (presumably)
deal with the main branch in another city.
There, the PCs end up in the middle of a Waco style crisis
(having to deal with a cult's compound). But besides crashing the
cult, they end up someplace they could never have imagined.
It's a pretty good adventure, if a bit combat heavy (at least
that's the way it's assumed to be run). It does run the trouble
of being something of a campaign breaker. In it, something
happens that would likely change the future from that point on,
which makes it troublesome running in a campaign set in the 90s,
as everything from there would differ from out world of today.
Even more stuff
After the adventures, you'd think the book would be done! But no,
there's almost a 100 pages left. Basically it's on creating PCs
who are government agents. You get a listing of just about every
government agency, a BRP template for them (basically just a
skill list), and a sample character. That takes a lot of pages,
since there are a whole lot of US government agencies.
After that comes a smattering of new rules. New skills, new
spells, and guns, lots of guns (which honestly, I didn't think
were needed, given that both CoC d20 and the later 5th editions
of BRP CoC were full of guns, but I guess you can't really go
wrong with adding more guns to a game, even CoC)
d20 Aspect
While this is a d20 book (in addition to BRP), the d20 stuff is
mostly just stats for the various characters. There are some
small sections on new skills, but I'm not sure I would actually
use it.
The relationship between d20 and BRP is a curious one. They are
in essence, two different variants of the same original system
(D&D), and thus share the same basic attributes (Strength,
Dexterity, etc, rated 3 to 18-ish). But they both diverged almost
from that beginning, 30 years ago - whereas BRP kept the basic
d100% skill system found in early D&D, only applying it to
more and more skills (rather than just for Thieves), BRP dropped
the concept of levels.
Over its various incarnations D&D pretty much came up with
several systems of skills, before becoming up with a unified one
d20 roll vs a target number in it's 3rd edition/d20 incarnation.
But it kept its level system, and for reasons of both game
balance and making the game easier to run for referees, d20/3e
tied the skill system to the level system. (Since levels tell you
basically how competent a character is)
The upshot of it is, you can't really go around adding new skills
and such to a d20 game system willy-nilly, because the number of
skill points is finite. If you have X amount of skill points per
level, and Y amount of skills. If Y is too big, you have
characters who aren't competent enough. And if you increase X too
much, the characters get too competent. Or they will specialize
in other skills.
To be honest, if I were going to run Delta Green using the d20
rules, using Spycraft as the base would be my choice, adding
stuff from CoC d20 (You can just drop the mythos/Sanity stuff in
pretty easily), rather than using CoC d20 as a base, plus the new
rules in this. Because CoC d20 was really aimed at ordinary
people, not spies, and while the new skills and feats and such
cover this, you'd really need to add more skill points and feats
to the CoC d20 classes for them to be used properly.
Whereas Spycraft d20 takes the tack that the PCs are
spies/military/cops to begin with. There's a whole different
baseline of competence.
The Book Itself
It's a nice looking book. Not super-fancy, but pretty slick. Nice layout and above average art. It's black and white, but on thick, glossy, slick paper. A couple tiny sections seem to have gone missing in the transition between the old and new printings, but nothing too major.
The binding is a bit funky. I think it's meant to be one of those bindings that lets you lay the book flat on a table. But it can get a bit loose.
Final Thoughts
This is an nice book, but I'm not sure how useful it is.
The trouble with the material, at least from a 2007 perspective,
is that it's too 1990s, and feels dated. Back then, Roswell and
the whole Majestic 12 thing was fairly fresh. But now it's gotten
well, silly, from being parodied on shows like Futurama to being
the basis for a teen soap opera. But that part actually stayed
fresher than I expected. It's the other stuff that feels dated.
Most notably, there is an air of impending doom, like the
apocalypse will soon be upon us. This is sort of a part of the
whole millennial angst going on back then, as well as the Y2K
thing. While it seemed important at the time, it seems rather
quaint now.
While you actually find this apocalyptic theme in most CoC books
in a modern settings (the "End Times" it is generally
called), it's actually not really justified by the mythos
writings. In them, mankind lasts a pretty long time. At best, to
the Zothique days (if you take Clark Ashton Smith as
"Canon"), which is actually almost sort of post-human,
when humanity is really old and become quite decadent but also
very powerful in magic (or possibly super-tecnology). But even if
you just go by HPL himself, civilization as we know it apparently
lasts until the 26th century, and humanity itself lasts for at
least 15,000 more years on Earth (with an Asian sounding culture
being dominant around AD 5000 and African in AD 15000).
I realize that Chaosium and company throw out a lot of other
authors writings that doesn't fit their idea of the game (like
Derleth and Lumley's really nice Elder Gods who look like the
plush Cthulhu dolls), but that is straight from HPL himself.
Also, while I wouldn't say it dwells on it, a lot is mentioned
about "militias". Which I guess was quite topical back
then, what with Waco, Ruby Ridge, the Oklahoma City Federal
Building Bombing, the Olympics, but these days is largely
forgotten. If it were just in the source material, it wouldn't be
bad, but it's also the premise of the 2nd half of the
mini-campaign/adventure, rendering it somewhat harder to use in a
modern setting. And indeed, part of the premise of the adventure
is that the public would be outraged at the raid on the UFO
cult's compound, but given what happened with the Heaven's Gate
cult, and that Solar group in Europe, I'm not sure they would if
it were set in modern times.
Much of the technology we take for granted, is also just in its
embryonic forms in this. Cell phones, laptops, the whole internet
thing, etc. These can have big effects on a game if not accounted
for. The movies the adventures are inspired by were released in
the 90s, so if you want to help conjure up the mood by citing a
movie, players might not remember them.
Not to say that this is bad, just that it makes it less useful
for a game set in modern day. While you could set a game in the
mid 90s, when the book was written, the near past is often, well,
boring. Because that stuff is old, but you aren't yet nostalgic
for it. However, it is a great snapshot of the mid 90s. Better
than watching one of those dumb VH-1 specials.
I would also have liked to seen a more comprehensive treatment of
the UFO phenomenon. While the Mi-Gos masquerading as Greys is
quite clever, it only addresses a small amount of reported alien
types. Where are the human looking ones? Or the bellicose
dwarves? Or the increasingly popular reptilian ones? Not to
mention all the weird stuff.
While they somewhat addressed contactee cults in one of the
adventures, it almost seemed more as an afterthought. I think
much more could have been done there, especially on the
religion/occult angle that many of them have.
I also think the whole Occult Club bit is just a bad attempt at a
White Wolf knockoff. Maybe it's meant to be parody, but I dunno.
Seems more like an attempt to try to emulate the
"coolness" of WW 90's products. (Surprised they didn't
try to get Tim Bradstreet to do the art for that chapter).
Lastly, the product largely assumes that as members of Delta
Green, the players will be playing some sort of government
agents, most likely FBI guys. However, I don't think it includes
enough material on how FBI investigations work, for either the GM
or Players to properly act the role. I mean, I guess you can go
by what you see on TV or the movies (I guess the X-files would be
the main one), where they just flash their badges around and do
whatever they want. But that doesn't seem quite fitting for a
sourcebook that is purportedly so authentic.
The great thing about Bureau 13 is that you played people who
largely were pretending to be government agents (they were, but
they didn't have a lot of training, they were ordinary people
recruited). So if you didn't know how to act, it was part of the
game. But this, you are supposed to be actual government agents.
At least some guidelines would help.
This conclusion sounds really negative, but despite those flaws,
it's still one heck of a book. I immediately placed an order for
Delta Green: Countdown upon finishing reading this book. However,
I think it's one of those things that is perhaps a better read
than actually useful, as almost anyone could run a Delta Green
campaign without this book (in either BRP or CoC). Good for
inspiration perhaps, but not essential.
(PS, if the review summary is screwed up when it lists my name, it's because my review of the City State of the Invincible Overlord has a " in my name, which screws up the database)


