The best part of DG is the worldbuilding. From US Navy Intelligence at Innsmouth, to Delta Green's foundation, the Fall of DG in Operation OBSIDIAN in Cambodia, Majestic-12 taking their place, the Cowboy Years, the DG/M-12 War, DG going legitimate post 9/11, and the Outlaw DG still existing. God, I love this system.
Although I have the slipcase and most of the Arc Dream books for DG, Need to Know surprised me by how much it covers in such a short page count - and the adventure's pretty good too. Great recommendation for a great game. Definitely one for the grown-ups though. In the published adventures there are some extremely tragic and horrific real-world themes and events where the cosmic horror serves as just one extra aspect to deepen the characters' inevitable traumas and existential crises.
I think my favourite part of running my group through DG is the real world horror. Always more unsettling when the villain is just a serial killer motivated by the occult, rather than a literal monster.
Only heard from Delta Green on The Black Pants Legion podcast, but modern times + Cthulhu? Can't go too wrong with that :D This video was great, and I'm sure I'll spread this to my friends and see if they'll be interested.
Great video! Delta Green is a brilliant system. I started my players off with it with the thinking that we'd do a few one shots and then move onto another system, but they all loved it so much that we're going all in with an ongoing campaign instead. I've never seen my players so engaged with a campaign before! I love the lore, and I also love the amount of free fan made content out there (for any handlers that haven't yet, look up the Delta Green Scenario Database). Literally the only issue I have with the system is the way they publish official content. I love it and it's of amazing quality, but the length of wait for their kickstarters is pushing it imo. I'd never back a kickstarter from them even if I loved the concept of it because I wouldn't be confident that I'd be receiving the items within the next decade. Still, this isn't too big an issue because, as previously mentioned, there's so much fan made stuff out there, and when things do come out, they're really high quality.
Great Game based on Call of Cthulhu. Like being able to play an x-files style game but against the mythos as well covering all weird subjects. Definitely more adult in theme with some scenarios, like Lover in the Ice, being x-rated.
Great setting. Complex but good system. I really like character creation, profession and bonds. Dark & adult themes not suitable for everyone. Thanks again for a good review Jeff.
Thanks for stating that this is for adults. I've had some people respond to game pitches with, "Oh, so it's like Ghostbusters or Men In Black." No. No, it is not. Not even remotely. The Sanity mechanics are great, with even more diversions from CoC than mentioned in the video. Bonds, the people that help an agent retain a grip on reality, play a huge role in the way Sanity is (or isn't) lost, and CoC's Bouts of Madness are replaced with a slightly more elegant system. Also, the slipcase set can be had from Amazon for $81, if that's more reasonable for people. They are very well-produced books.
Personally, I think the Handler's Guide is a must because without it the GM really doesn't have much of a clue about the setting and that's what makes the game stand out. ~ Jeff
@@Thegaminggang if you’re writing scenarios, then absolutely. If you’re getting started though and just want to play some scenarios, then pick up Agent’s Handbooks, Blacksites and the Handler Screen. It should also be compulsory that anyone wanting to run it should watch True Detective - Season 1.
Thanks for the recommendation. So it is less like Indiana Jones the Temple of Doom or The Whisperer in Darkness, but more like The Void(a recommendation for a Halloween movie, but have a strong stomach).
@@Thegaminggang From an IMDB review about The Void: "Imagine if John Carpenter had decided to combine his remake of THE THING with ASSAULT ON PRECINCT 13, and set it in a hospital, like in HALLOWEEN 2. Add to that, the murdering madness of EVENT HORIZON, and the overarching, occult horror of HP Lovecraft, seasoned with a dash of HELLRAISER, and you're close to THE VOID.".
Delta green does insanity the best, imo, but there is this notion among neural typicals thst ties will power or determination to sanity, I vehemently disagree. I have mental health problems, always have, I'm still more successful than everyone in my peer group. I would say, being me takes more willpower than being my slutty co-worker who rides life on a breeze and has no ideas about the future.
Never understood the spoilers thing. By not wanting spoilers, aren't you just admitting that you can't separate player knowledge from character knowledge? I often play campaigns which I have read or even run, and I have always been able to go "no, the character wouldn't know to do that, or where the important thing is". I always want spoilers, and will read books that I intend to play later, because I know how to actually roleplay, and get inside the mind of the character.
I've got to honest and can't imagine playing the way you do. I'm not saying yours is a wrong approach but I like to be surprised by developments. ~ Jeff
I think the main problem is that if the player knows things the character doesn't, it becomes more complicated for the average player to make decisions that the character would without referencing the forbidden knowledge.
The best part of DG is the worldbuilding.
From US Navy Intelligence at Innsmouth, to Delta Green's foundation, the Fall of DG in Operation OBSIDIAN in Cambodia, Majestic-12 taking their place, the Cowboy Years, the DG/M-12 War, DG going legitimate post 9/11, and the Outlaw DG still existing.
God, I love this system.
Although I have the slipcase and most of the Arc Dream books for DG, Need to Know surprised me by how much it covers in such a short page count - and the adventure's pretty good too.
Great recommendation for a great game.
Definitely one for the grown-ups though. In the published adventures there are some extremely tragic and horrific real-world themes and events where the cosmic horror serves as just one extra aspect to deepen the characters' inevitable traumas and existential crises.
I think my favourite part of running my group through DG is the real world horror.
Always more unsettling when the villain is just a serial killer motivated by the occult, rather than a literal monster.
Delta Green is one of favorites. Great review! subscribed!
Thanks for the sub!
DG is so good... the setting is amazing.
I just got this 2 weeks ago. Very timely video. Thanks so much for what you’re doing!!
Only heard from Delta Green on The Black Pants Legion podcast, but modern times + Cthulhu? Can't go too wrong with that :D
This video was great, and I'm sure I'll spread this to my friends and see if they'll be interested.
Thank you, Jeff. I've been curious about this.
Great video! Delta Green is a brilliant system. I started my players off with it with the thinking that we'd do a few one shots and then move onto another system, but they all loved it so much that we're going all in with an ongoing campaign instead. I've never seen my players so engaged with a campaign before! I love the lore, and I also love the amount of free fan made content out there (for any handlers that haven't yet, look up the Delta Green Scenario Database). Literally the only issue I have with the system is the way they publish official content. I love it and it's of amazing quality, but the length of wait for their kickstarters is pushing it imo. I'd never back a kickstarter from them even if I loved the concept of it because I wouldn't be confident that I'd be receiving the items within the next decade. Still, this isn't too big an issue because, as previously mentioned, there's so much fan made stuff out there, and when things do come out, they're really high quality.
Just another excellent review❤
Fantastic!
How about doing another video analysing the rules and details for hypergeometry and combat?
Thanks for the great video. Cool system.
Great Game based on Call of Cthulhu. Like being able to play an x-files style game but against the mythos as well covering all weird subjects. Definitely more adult in theme with some scenarios, like Lover in the Ice, being x-rated.
Great setting. Complex but good system. I really like character creation, profession and bonds. Dark & adult themes not suitable for everyone. Thanks again for a good review Jeff.
Complex system compared to what?
I came to DG and Cthulhu 7e from Pathfinder/deadlands/DnD 3.5/5e, and imo it's very simple, yet has depth.
what an amazing game
Thanks for stating that this is for adults. I've had some people respond to game pitches with, "Oh, so it's like Ghostbusters or Men In Black." No. No, it is not. Not even remotely.
The Sanity mechanics are great, with even more diversions from CoC than mentioned in the video. Bonds, the people that help an agent retain a grip on reality, play a huge role in the way Sanity is (or isn't) lost, and CoC's Bouts of Madness are replaced with a slightly more elegant system.
Also, the slipcase set can be had from Amazon for $81, if that's more reasonable for people. They are very well-produced books.
It’s closer to Call of Cthulhu 6th Edition than 7th. You really only need the Agent’s Handbook to play game, well worth getting both though.
Personally, I think the Handler's Guide is a must because without it the GM really doesn't have much of a clue about the setting and that's what makes the game stand out. ~ Jeff
@@Thegaminggang if you’re writing scenarios, then absolutely. If you’re getting started though and just want to play some scenarios, then pick up Agent’s Handbooks, Blacksites and the Handler Screen. It should also be compulsory that anyone wanting to run it should watch True Detective - Season 1.
Just picked up the slipcase and need to know, based on this review
Enjoy! You should let Arc Dream know you bought the slipcase based on The Gaming Gang review! ~ Jeff
Thanks for the recommendation. So it is less like Indiana Jones the Temple of Doom or The Whisperer in Darkness, but more like The Void(a recommendation for a Halloween movie, but have a strong stomach).
I don't think I've ever seen The Void. Delta Green isn't the easiest to categorize but I'll stand by my Dark, R-rated, X-Files assessment. ~ Jeff
@@Thegaminggang From an IMDB review about The Void: "Imagine if John Carpenter had decided to combine his remake of THE THING with ASSAULT ON PRECINCT 13, and set it in a hospital, like in HALLOWEEN 2. Add to that, the murdering madness of EVENT HORIZON, and the overarching, occult horror of HP Lovecraft, seasoned with a dash of HELLRAISER, and you're close to THE VOID.".
Cthulhu fhtagn!
Delta green does insanity the best, imo, but there is this notion among neural typicals thst ties will power or determination to sanity, I vehemently disagree. I have mental health problems, always have, I'm still more successful than everyone in my peer group. I would say, being me takes more willpower than being my slutty co-worker who rides life on a breeze and has no ideas about the future.
Never understood the spoilers thing. By not wanting spoilers, aren't you just admitting that you can't separate player knowledge from character knowledge? I often play campaigns which I have read or even run, and I have always been able to go "no, the character wouldn't know to do that, or where the important thing is". I always want spoilers, and will read books that I intend to play later, because I know how to actually roleplay, and get inside the mind of the character.
I've got to honest and can't imagine playing the way you do. I'm not saying yours is a wrong approach but I like to be surprised by developments. ~ Jeff
Why spoil the story?
It’s actually very simple: most people like the surprise of experiencing the game first-hand as a player without knowing what’s going to happen.
I think the main problem is that if the player knows things the character doesn't, it becomes more complicated for the average player to make decisions that the character would without referencing the forbidden knowledge.