[CoC d20/DG] the adventure in poly: has anyone run it?

Olive

Explorer
I got the new dungeon/poly yesterday and i've been reading the Gelta Green adventure inside and I'm mighty impressed... but its got a fairly unconventional structure. any advice for running the damn thing? I think i'll probably run it as a one off next time one of the group for DnD can't make it.
 

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To keep my players on their toes, I never use adventures as they're printed. I'll probably convert the Delta Green adventure to a Modern game using another set of maps. The airport maps would make a good base for something else
 

i don't have that problem as my players don't read dragon or dungeon...

i'm the big spending roleplay nerd in the group.
 

I just finished reading the module, it's pretty cool. Here's my thoughts on how I was eventually going to run it (SPOILER ALERT):














1. Use pregenerated characters for everyone. Change the names of the NPCs so that they aren't blatant ripoffs of almost every major Mythos writer in existence.

2. Summarize, either verbally or with a handout, the circumstances at the AFB, including the strange lights and cattle mutilations that have been going on for a while.

3. Do a brief narrative with the arrival of the van and agents, enough to get the PC's interest. Give the PCs brief opportunities to do small actions, both to get them involved and to give someone the chance to get guard duty later on (go lenient on SAN loss for PC guards)

4. Fast forward to the poker game, get people to actually play out a few hands IC and get chummy, good time to meet NPCs and get in the role

5. When the guards start to flip out, the adventure proceeds as written.

If the adventure seems weird coming from a D&D dungeon crawl type of perspective, just think of the base as an outdoor encounter area. The crashed ship, aliens etc are set encounters. The dimensional shambler and crazed guards are wandering encounters, and the arrival of the Ops team is the final event to end things.
 


Not yet, but my group has the same problem as Kenpo. Unless your group hasen't played d20 modern I would not recomend running it (Otherwise you will have PC's dieing and the PC's wont like that becasue they will be going at it from a d20M perspective, unless they have played CoC before). I have played in a Delta Green game before, what advice are you looking for. It is basically CoC with a little more bang in it.
 

New to Me

I hate to admit my ignorance but I've never heard of Delta Green before reading this adventure.:o I was quite impressed. Maybe I will give the CoC d20 a second look ;)
 

Re: New to Me

ssampier said:
I hate to admit my ignorance but I've never heard of Delta Green before reading this adventure.:o I was quite impressed. Maybe I will give the CoC d20 a second look ;)

Delta Green is the modern day/government conspiracy setting book for the original BRP Call of Cthulu. It was written by Dennis Detwiller, John Tynes and Adam Scott Glancy. It's published by Pagan Publishing, but it's out of print now. There's also the follow-up, Delta Green: Countdown, which is a little easier to find.

I believe that it's one of the best CoC books out there...Hell, if not one of THE best background books available. Imagine if the X-Files were MA-rated, and shown in Showtime or HBO instead of FOX. Delta Green is an illegal group that fights the Mythos by circumventing government resources and laws. It used to be a black ops group prior to 1970, but a botched operation made it go underground. It has its beginnings in the 1928 government raid of Innsmouth.

I've had a LOT of success in transferring DG to d20 CoC. I used d20 Modern, and it works perfectly, even with the cinematic Action Points, abilities, etc.
 

Well, I haven't played the adventure. However, I WAS inspired to sculpt a scratchbuilt Shambling Horror figure after reading it. The sculpting's done, and it's in the process of being painted. There should be pics up in the Art & Minis forum within a few days.
 

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