Delta Green - No Church In the Wild
Sunday, 26 Oct 2014 11am - 6pm
GM: Gil Trevizo
System: Delta Green RPG (Playtest)
Number of Players: 5
Characters: Provided
One year ago, a platoon of Guatemalan “Kaibiles” commandos was sent into the Congo to capture or kill Caesar Okeke, an African warlord wanted for numerous human rights violations carried out by his army of child soldiers. The entire platoon disappeared, along with the Delta Green agents leading them, who were there to end Okeke for a wholly different order of crimes against humanity. Now the lost unit’s radio has been reactivated and is broadcasting strange transmissions in an ancient language never before spoken by human tongue. A-Cell is sending you into darkest Africa to silence that radio, terminate Okeke, and contain any preternatural threats at all costs.
Delta Green is a game of modern conspiracy and cosmic horror, setting government agents against the terrors of the Lovecraft Mythos. Published in 1997, an updated version of Delta Green is in production, and this game will use the latest rules still in development.
We played using Delta Green Beta version 3.0. The system takes ideas from Trail of Cthulhu (Pillars of Sanity), Unknown Armies (Stress Notches), and Call of Cthulhu 7th Ed (Pushing the Roll) -- and tweaks them. Those DG changes worked really well and I liked them. One addition, kill % for grenades and machine guns didn't seem necessary to me. Without the instant kill %, the average damage from 2d10 will generally kill anybody, so it's usually moot, also to roll the small kill percent (of 10% to 15%) most likely the 10's die is a 0 (= 10 pts), so the average damage with a kill is about 15 points of damage.
System: Delta Green RPG (Playtest)
Number of Players: 5
Characters: Provided
One year ago, a platoon of Guatemalan “Kaibiles” commandos was sent into the Congo to capture or kill Caesar Okeke, an African warlord wanted for numerous human rights violations carried out by his army of child soldiers. The entire platoon disappeared, along with the Delta Green agents leading them, who were there to end Okeke for a wholly different order of crimes against humanity. Now the lost unit’s radio has been reactivated and is broadcasting strange transmissions in an ancient language never before spoken by human tongue. A-Cell is sending you into darkest Africa to silence that radio, terminate Okeke, and contain any preternatural threats at all costs.
Delta Green is a game of modern conspiracy and cosmic horror, setting government agents against the terrors of the Lovecraft Mythos. Published in 1997, an updated version of Delta Green is in production, and this game will use the latest rules still in development.
We played using Delta Green Beta version 3.0. The system takes ideas from Trail of Cthulhu (Pillars of Sanity), Unknown Armies (Stress Notches), and Call of Cthulhu 7th Ed (Pushing the Roll) -- and tweaks them. Those DG changes worked really well and I liked them. One addition, kill % for grenades and machine guns didn't seem necessary to me. Without the instant kill %, the average damage from 2d10 will generally kill anybody, so it's usually moot, also to roll the small kill percent (of 10% to 15%) most likely the 10's die is a 0 (= 10 pts), so the average damage with a kill is about 15 points of damage.
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