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Delta Green - All Part of the Job
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<blockquote data-quote="Audrik" data-source="post: 6488375" data-attributes="member: 73653"><p>I don't mind the intrusion at all. In fact, I welcome it. I'm glad to hear you're enjoying it. Call of Cthulhu has always been a favorite of mine, and Delta Green is an amazing setting. To answer your questions:</p><p></p><p>1. What I've run so far has been published material with moderate to heavy modification in some cases. The Operation titles are the actual scenario titles, and I can give you the sources if you're interested. I have written plenty of scenarios for previous groups, and I'll probably use them with this one soon. I haven't so far because Agent SETH's player has played in previous Delta Green games of mine, and he'd likely recognize some things. As of the end of Music From A Darkened Room, he is dropping out, and we have at least one new player to take his place.</p><p></p><p>When I run completely original scenarios, they are usually pretty heavily improvised. I tend to start with an idea like a particular entity, location, or theme. I then lead the characters toward an event, whether it's placing them at the actual event, having them stumble across evidence, or (as is the case with most Delta Green Operas), a mission briefing of some sort. I find that if I don't know what happened, my players will usually write the story for me as long as I listen to them. They like to develop theories and bounce them around, and a lot of the time, I'll pick something that sounds good and go with it.</p><p></p><p>At the same time, I do like tight, well-developed plots, too, so I do actually write some things out. I've found that my players love handouts like newspaper clippings, sample journal entries, etc ... and so I'll work those up when I have a chance. The Killer Out of Space is one where I did quite a lot of that. I wrote up lots of newspaper and magazine articles to set up the space shuttle story.</p><p></p><p>2. My players are very creative. They also play their sanity well. SETH and RUBY have high sanity, and they act reasonably calm, serious, and practical. SID and ROSE used to have decent sanity, and when they did, they were the same. As their scores dropped, they began to play their characters more chaotically and out of the box. I keep a spreadsheet with a chart to track the sanity of the group.</p><p></p><p>I tend to do quite a bit of ad-libbing, but that's something I've done for a long time, and I'm quite comfortable with it. As long as I know my NPCs and my setting, I'm good. Most of the time, my players can't tell the written bits from the parts made up on the spot. Before every Opera, I decide on a location, and I do a fair amount of research. The more it seems I know about the location, the more realistic the game seems, and realism is an important part of horror role playing.</p><p></p><p>3. I make sure all of my players understand that Call of Cthulhu is in a cold and uncaring universe, and as such I am very fair but also uncaring. They know I won't actively try to kill them, but I won't save them either. That adds to the realism, but it also builds their trust in me. At the end of the Opera in New Mexico where four of the six characters died, three of the players immediately said "My next character is going to be <insert government agency/military branch>", and the fourth said "Here's my backup character." If that was a D&D game, the players may not have come back the next week.</p><p></p><p>The mechanics of character creation are pretty quick, but my players like to put some effort into character and background. They absolutely want their characters to survive and to win, and so they don't generally act quickly or take unnecessary risks except when roleplaying low sanity.</p><p></p><p>4. With this game, I like to let them take their time and think, but every once in a while, they need a little kick. In those cases, I might have an NPC say something off-handedly, but I prefer to let bad things start to happen so they feel urgency.</p><p></p><p>5. There is a pretty decent pool of players up here. The GM pool is a little thin, but I've always preferred that side of things anyway, and I generally get positive feedback. There are tons of Pathfinder games going around, so players look to me for something different. Agent SID's player moved here from Illinois just a little before joining the group, actually. And this is his first tabletop game.</p><p></p><p>Thank you very much for your readership and support. I do appreciate it. I'm not sure my players would let me quit running this game if I wanted to, and as long as I'm running it, you can be sure I'll keep writing it up. Please feel free to comment or ask questions any time.</p></blockquote><p></p>
[QUOTE="Audrik, post: 6488375, member: 73653"] I don't mind the intrusion at all. In fact, I welcome it. I'm glad to hear you're enjoying it. Call of Cthulhu has always been a favorite of mine, and Delta Green is an amazing setting. To answer your questions: 1. What I've run so far has been published material with moderate to heavy modification in some cases. The Operation titles are the actual scenario titles, and I can give you the sources if you're interested. I have written plenty of scenarios for previous groups, and I'll probably use them with this one soon. I haven't so far because Agent SETH's player has played in previous Delta Green games of mine, and he'd likely recognize some things. As of the end of Music From A Darkened Room, he is dropping out, and we have at least one new player to take his place. When I run completely original scenarios, they are usually pretty heavily improvised. I tend to start with an idea like a particular entity, location, or theme. I then lead the characters toward an event, whether it's placing them at the actual event, having them stumble across evidence, or (as is the case with most Delta Green Operas), a mission briefing of some sort. I find that if I don't know what happened, my players will usually write the story for me as long as I listen to them. They like to develop theories and bounce them around, and a lot of the time, I'll pick something that sounds good and go with it. At the same time, I do like tight, well-developed plots, too, so I do actually write some things out. I've found that my players love handouts like newspaper clippings, sample journal entries, etc ... and so I'll work those up when I have a chance. The Killer Out of Space is one where I did quite a lot of that. I wrote up lots of newspaper and magazine articles to set up the space shuttle story. 2. My players are very creative. They also play their sanity well. SETH and RUBY have high sanity, and they act reasonably calm, serious, and practical. SID and ROSE used to have decent sanity, and when they did, they were the same. As their scores dropped, they began to play their characters more chaotically and out of the box. I keep a spreadsheet with a chart to track the sanity of the group. I tend to do quite a bit of ad-libbing, but that's something I've done for a long time, and I'm quite comfortable with it. As long as I know my NPCs and my setting, I'm good. Most of the time, my players can't tell the written bits from the parts made up on the spot. Before every Opera, I decide on a location, and I do a fair amount of research. The more it seems I know about the location, the more realistic the game seems, and realism is an important part of horror role playing. 3. I make sure all of my players understand that Call of Cthulhu is in a cold and uncaring universe, and as such I am very fair but also uncaring. They know I won't actively try to kill them, but I won't save them either. That adds to the realism, but it also builds their trust in me. At the end of the Opera in New Mexico where four of the six characters died, three of the players immediately said "My next character is going to be <insert government agency/military branch>", and the fourth said "Here's my backup character." If that was a D&D game, the players may not have come back the next week. The mechanics of character creation are pretty quick, but my players like to put some effort into character and background. They absolutely want their characters to survive and to win, and so they don't generally act quickly or take unnecessary risks except when roleplaying low sanity. 4. With this game, I like to let them take their time and think, but every once in a while, they need a little kick. In those cases, I might have an NPC say something off-handedly, but I prefer to let bad things start to happen so they feel urgency. 5. There is a pretty decent pool of players up here. The GM pool is a little thin, but I've always preferred that side of things anyway, and I generally get positive feedback. There are tons of Pathfinder games going around, so players look to me for something different. Agent SID's player moved here from Illinois just a little before joining the group, actually. And this is his first tabletop game. Thank you very much for your readership and support. I do appreciate it. I'm not sure my players would let me quit running this game if I wanted to, and as long as I'm running it, you can be sure I'll keep writing it up. Please feel free to comment or ask questions any time. [/QUOTE]
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