Audrik
Explorer
Agent ROSE is still entirely under the player's control. Agent SETH's player decided to bow out of the game, but before he left we worked out the specifics behind the cell restructuring. His character was pretty much wholly disgusted with what he saw as lack of professionalism on the part of everyone else involved, and dangerous criminal tendency surfacing in ROSE specifically. Agent RUBY's player has also left, and her character has retired. She knew very little, if anything about ROSE's activities.
Agent SID (now, Agent REDLIGHT after the restructure) is becoming suspicious as you'll see as soon as I get the recent session posted, but he has no evidence to justify choking anyone, and he has problems of his own. I would imagine there might be plenty of fallout once he finds out about her connection with the Dark Man, but then again, my players like to take hard left turns on me from time to time. It's not likely, but it is possible that they'd form their own cult instead.
As far as player strangling goes, my players are really good about separating in- and out-of-character information, and they're really just in it for a good story. Whether that story is good or bad for their characters doesn't matter as much, and that's a good attitude for Call of Cthulhu.
Delta Green should start out with an idealized feel of Good vs. Evil so that the players can be properly disgusted with the actions they find their characters taking just to cover up the actions they took to survive. In my experience with most other role-playing games, players keep a pretty strong control over their characters. In Delta Green, that control can slip without notice until you take a long, hard look at a situation and retrace the steps that got you there. I take that as a sign of immersion in a story as opposed to playing a game, and that's the feel I try to produce at the table.
Agent SID (now, Agent REDLIGHT after the restructure) is becoming suspicious as you'll see as soon as I get the recent session posted, but he has no evidence to justify choking anyone, and he has problems of his own. I would imagine there might be plenty of fallout once he finds out about her connection with the Dark Man, but then again, my players like to take hard left turns on me from time to time. It's not likely, but it is possible that they'd form their own cult instead.
As far as player strangling goes, my players are really good about separating in- and out-of-character information, and they're really just in it for a good story. Whether that story is good or bad for their characters doesn't matter as much, and that's a good attitude for Call of Cthulhu.
Delta Green should start out with an idealized feel of Good vs. Evil so that the players can be properly disgusted with the actions they find their characters taking just to cover up the actions they took to survive. In my experience with most other role-playing games, players keep a pretty strong control over their characters. In Delta Green, that control can slip without notice until you take a long, hard look at a situation and retrace the steps that got you there. I take that as a sign of immersion in a story as opposed to playing a game, and that's the feel I try to produce at the table.