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Showing posts with label Fall of DELTA GREEN. Show all posts
Showing posts with label Fall of DELTA GREEN. Show all posts

Sunday, 5 October 2025

The Curwen Connection

Okay. Let us start with the pitch.
The Borellus Connection is The Case of Charles Dexter Ward meets The French Connection with the journalistic attention to detail of Frederick Forsyth writing a Suppressed Transmission. And if that fails to get your gaming juices roiling, then there is definitely something missing from your essential saltes since your last resurrection. It is crime meets Cthulhu, the Age of Aquarius shot up on smack, DELTA GREEN versus the drug trade, when the cowboys could protect the USA—and the world—with a bit of swagger, and evil was still easy to identify, sometimes because they were still your allies despite what happened in World War 2. It is a campaign of Lovecraftian investigative horror that will take you places rarely visited in the genre in an age that remains all but unexplored in roleplaying.

The Borellus Connection is a campaign for The Fall of DELTA GREEN, the winner of the 2019 Gold ENNIE Award for Best Setting. Published by Pelgrane Press and using the GUMSHOE System, what The Fall of DELTA GREEN does is turn the clock back on DELTA GREEN—and its modern iteration, DELTA GREEN: The Roleplaying Game from Arc Dream Publishing—to take a ride through its last hurrah, the decade of the swinging sixties in which the USA would land men on the Moon, but get mired in conflict in Southeast Asia, in which the optimism of hippism and free love would be marred by murder, and in which DELTA GREEN would be overwhelmed by threats domestic and foreign—and its own hubris. The campaign will take the Agents from the sweltering heat of the jungles of the Vietnam War and into the sweaty morass of money and misfeasance that is Saigon, before swinging into the weird reality of burgeoning international air travel, and then to Turkey and Lebanon. From there it races back across Europe to the cutting edge of the Cold War and the dark aftermath of the previous war, and at last, brings the campaign home and into the wake for the death of the counterculture, as the dark romantism of the previous century torments the next. This is a campaign designed by Ken Hite—the author of The Fall of DELTA GREEN—but actually developed and written by Gareth Ryder-Hanrahan.

The campaign does not stipulate what types of Agents it requires the players to roleplay. Both military veterans and former members of the Federal Bureau of Narcotics will be useful, but members of the FBI will be good as will any Agent with good surveillance skills. Similarly, there are no skills stipulated as being necessary to complete the campaign, but slots left open for languages may prove to be useful.

The campaign begins in 1968 just prior to the establishment of the BNDD, or Bureau of Narcotics and Dangerous Drugs, by the Justice Department. As the precursor of the DEA, it is assigned to investigate and disrupt the flow of drugs into the United States, in particular, the heroin coming out of the Golden Triangle in Southeast Asia and Turkey. The Agents are assigned to the new agency, but investigating and stopping the worldwide trade in narcotics is only half of their job and their least important one. The global nature of the trade means that the Agents can be assigned to any number of exotic, faraway places with legitimate reasons to be there. Which is perfect cover for their other job—investigating and thwarting the forces of the Unnatural before they become a threat to American interests and the world. What this means is that there is a constant duality to The Borellus Connection. The Agents’ investigations are always twofold—the drugs and the Unnatural—and there is always a constant pull back and forth between. Fortunately, or unfortunately, as the campaign progresses, it becomes clear that the Unnatural has coiled its ways around the drug trade, so making it potentially easier to investigate both at the same time, but potentially making the investigation of the drug trade Unnaturally dangerous, as opposed to just dangerous.

The campaign provides a good overview of the BNDD, who the Agents’ DELTA GREEN handler is, and of the linked twin networks that entwine their way through the campaign. One is the drug trade itself, running out of the Golden Triangle, east to the USA and also out of Turkey, and both west through Marseille to the USA. This network is dominated by the Union Corse—and closer to home in the USA by the Mafia. The other network is headed by an immortal sorcerer, an associate of Joseph Curwen of The Case of Charles Dexter Ward fame, who hides within the Union Corse as its chief chemist and who uses its network to secrete his own agents around the world to protect his own interests and to work towards his plans for domination beyond his mortal immortality. This includes moving a lot the necessary materials via the same routes as the heroin. The campaign constantly hints that there is a lot more going than it outwardly appears and there is a shadowy figure behind it all, but the Agents do not learn his identity or get the chance to confront him until the very last mission.

The campaign begins with ‘Operation JADE PHOENIX’. Following a briefing at the CIA headquarters at Langley, the Agents are sent into Laos to confirm that a Kuomintang-backed Shan warlord is funding his operations through opium smuggling, but in reality, their mission is to help conduct a double assassination. The CIA wants the warlord dead, whilst DELTA GREEN’s target is a Kuen-Yuin sorcerer. They will have a military escort, but the assassinations are to be carried out by a United States Marine Corps sniper, one Sergeant Adolph Lepus, already just a few shots away from being the stone-cold killer feared by every DELTA GREEN agent in the future. The scenario is perhaps the most straightforward, certainly the simplest, of the missions in the campaign, even if it is complicated by an inexperienced commanding officer of the escort, the limited time frame set by Tiger Transit, and the Mythos machinations of the second target. It is otherwise a twisted military or mercenary style scenario, one in which some of the Agents are likely to be out of their depth—or out of their comfort zone, that should introduce the players and their Agents to the core of the campaign.

That core comes to the fore in ‘Operation ALONSO’, the most complex scenario in the campaign. The Agents are turned around in Hong Kong on their way home and sent back to Vietnam as newly minted recruits for the Bureau of Narcotics and Dangerous Drugs. Once there, their cover operation is to run surveillance on a narcotics summit at the Continental Palace hotel in Saigon between Unione Corse bosses and emissaries from Marseille with local operations, whilst their actual mission is to ferret out signs of a resurgent Cthulhu cult that DELTA GREEN targeted a decade before. The challenge for the Agents is not only to navigate an unfamiliar city and equally unfamiliar military and espionage operations all on a war footing, but navigate a city where virtually everyone is on the take and their actions have a chance of alerting not only the heroin operation they are investigating, but also the Viet Cong that have infiltrated the city. Arouse the suspicions of either and the Agents will find themselves becoming the targets. In addition to infiltrating the hotel where the summit is being held, the Agents have to look for the activities of the Cthulhu cult in Saigon and beyond into the swamps outside the city where they might get a chance to conduct their own defoliation operation. They will also discover for the first time how weird and twisted some of the operatives connected to Union Corse really are. This as opposed to ‘Operation JADE PHOENIX’, where the weirdness seems local.

The scenario is made also the more complex by being set at the height of the Vietnam War and so amidst a morass of strange names and abbreviations. Add in a lot of organisations with different aims and sometimes overlapping areas of responsibility, and there is a lot for both the Handler and her players, let alone the Agents, to keep track off. It also makes it more challenging in comparison to prepare. Otherwise, this is a quagmire of a scenario, hot and sticky, that will take multiple sessions to complete.

The campaign narrows—quite literally—to the width and length of a Boeing 707. In ‘Operation HORUS HOURS’, the Agents are given another pair of assignments to conduct during their return to the USA. The BNDD wants the Agents to track some smugglers into the USA and DELTA GREEN wants the Agents to identify the purchaser in the USA of an Unnatural relic being transported aboard the aeroplane by a courier. The scenario takes place at the very dawn of the golden age of international air travel, but before the arrival of the Boeing 747 and similar large passenger jets, so the journey back from Hong Kong is via Sydney, Australia, Tahiti and Easter Island, Santiago, Buenos Aires, Panama City, and Los Angeles, and takes over one hundred hours in total! Since this is 1968, the Agents and other passengers aboard the flight have a lot of freedom of movement and face much lower security compared to modern flights, so the Agents have scope to move around, identify the smugglers, and spot the courier—and similarly, the smugglers and the courier have the opportunity to realise they are being watched and who by.

This tense, enclosed environment is exacerbated by the release of a nasty chemical that gets into the ventilation system and unleashes some of the Unnatural contraband being smuggled as well as tipping passengers and crew alike over into series of trippy dreams. And the dreams get weirder and weirder the closer the aeroplane gets to the site of sunken R’lyeh, a lovely contrivance of a flypast that brings another aspect of the Unnatural into play and requires intervention on Easter Island. ‘Operation HORUS HOURS’ has a submarine feel to it, of the Agents lost as if underwater, drowning in dreams and drugs.

The arrival of the Agents in the USA at the end of ‘Operation HORUS HOURS’ brings the first half of The Borellus Connection to close. The second half moves to the Middle East and Europe where the Agents investigate the drug trafficking running through Marseille for the BNDD and what looks like the activities—past and present—of an occultist somehow connected to the Union Corse for DELTA GREEN. ‘Operation DE PROFUNDIS’ takes place in eastern Turkey where the BNDD wants the Agents to investigate how the heroin is being transported through the country and DELTA GREEN wants them to investigate the death of Charles Whiteman, a British archaeologist at a dig site after his body vanished on the way back to England. Since this is set at an archaeological dig site, this has the feel of a more traditional scenario for almost any other roleplaying game of Lovecraftian investigative horror, but all more creepier because of the appearance and behaviour of the man who arrives to take control of the dig site with the permission of the dead and missing man! Clumsy and awkward, with a raspy voice and his hands always covered in gloves. He is very obviously suspicious and hiding something… This is likely the Agents’ first encounter with one of the servants of the shadowy figure at the heart of the conspiracy. All of these servants are monstrous in their way, but surprisingly, there is something sad about this man.

The location for ‘Operation SECOND LOOK’ is Beirut, Lebanon where the BNDD wants a drug deal investigated, and DELTA GREEN wants know why François Genoud, a Swiss Nazi sympathiser and intelligence broker, stopped informing for them and ‘gently’ reminded who he owes his continued existence to what he thinks are members of the CIA. Getting to the Genoud takes a bit of work and if they lean on him too hard, he goes running to his actual CIA masters, headed by retired agent, Miles Copeland, Jr., which will likely lead to the Agents earning a rebuke. The Agents can also discover the smuggling operation is shipping something big through the city, something guarded by a contingent of soldiers from the Egyptian army! The city has a post-colonial, seedy opulence to it and members of the Union Corse have a legitimacy that enables them to operate in the open, leading to scenes where the Agents have the opportunity to rub shoulders with them and even receive an offer that exposes the friction within the Union Corse and between the campaign’s two strands.

By now it should be clear that the use the Union Corse’s smuggling routes is twofold. One—and most obviously—to traffic drugs into the USA, and the other, hiding within that operation, to transport occult materials around the world. DELTA GREEN has the Agents follow the latter track, following the route of Charles Whiteman’s body into Germany in ‘Operation PURITAN’. Unfortunately, the Agents get sidetracked by another DELTA GREEN investigation meaning that it is no longer a duality, but a triality! Another DELTA GREEN briefing officer in Munich tasks the Agent with investigating what appears to be Unnatural prayers being broadcast via Radio Liberty into the Soviet Union. This forces the Agents into a more challenging balancing act, but as their investigation into the broadcasts takes them into Munich’s Turkish diaspora, it becomes apparent that all three are connected and lead back to the past activities in central Europe of the sorcerer at the heart of conspiracy. To confirm this, the Agents must cross the Iron Curtain on a quick excursion to Prague in the Prague Spring and almost back in time to dark house warped by monstrous sorceries. The mission comes to an end with a chance to save the world, but potentially end history in another twenty years, although the Agents are unlikely to be aware of either.

The penultimate mission is ‘Operation MISTRAL’ set in Marseille. By this point, the Agents know that they are on the trail of Jaques Vènice, the scar-faced chemist responsible for ensuring the quality of the heroin coming out of Turkey and the Golden Triangle and very probably using the Union Corse’s smuggling network as a cover for his own sorcerous activities. They may also have learnt his true identity. In ‘Operation MISTRAL’ they have chance to track him down in Marseille, the heart of the Union Corse’s smuggling operation. Another Mythos element comes into play here as the sorcerer uses a cult dedicated to another entity and the student protests that began in Paris and have spread to ‘La Cité Phocéenne’ as cover for his activities, as well as links to the authorities for both the Union Corse and the cult. The Agents may have an ally here and may also be able to take advantage of the friction within the Union Corse which will see one faction give up Jaques Vènice and potentially reveal his true identity. Either way, the Agents are definitely on his trail now and the operation will likely end with them chasing him across France and perhaps through another reality, all the way to the campaign’s finale.

‘Operation NEPENTHE’—named for the drug capable of banishing grief or trouble from a person’s mind described in Homer’s Odyssey—brings the campaign home to ‘Mob-town’, the city of Baltimore infamous for its riots, of which the latest it is trying to recover from with a national guard presence on the streets. The Agents are ostensibly here to follow up on Union Corse links to the city, but their DELTA GREEN handler all but gives them carte blanche to do what takes to stop the sorcerer’s plans. The latter has deep historical rather than modern ties to the city and as his gathered energies and plans coalesce, thorn bushes sprout from the strangest of places, the eyes of the city’s junkies turn towards the Agents, and time slips… The Agents need to slip too, back into city’s past and that of sorcerer, perhaps as far back as the last days of Baltimore’s most famous son. Of course, there is also the chance of the Agents getting lost in time and of failure, of the eastern seaboard getting lost in a bubble of time, but if they succeed, knowing that they saved millions is the only reward, and that they alone, are the only ones to know, are the only reward.

The Borellus Connection is a big sprawling campaign in the mode of the globetrotting campaigns of classic Lovecraftian investigative horror. Yet it owes some of its structure and tone to the conspiratorial structure of campaign in the designer’s other roleplaying game, Night’s Black Agents, whilst at the same time being loose enough that many of the individual scenarios could be run on their own. In addition to duality of the campaign’s entwined threads, its secrets are heavily obfuscated behind layers of obligation and history, and is only in the very later parts of the campaign that the players and their Agents begin to realise who or what they are facing. Since the Agents are sent hither and thither, they and their players do not have overall agency as they might in other globetrotting campaigns of classic Lovecraftian investigative horror and so it is not easy for them to step back from the overall campaign and work out what the overall picture is. The intricacy and connections within the campaign mean that the players are probably going to need their own corkboard, let alone their Agents. In terms of tone, the campaign veers towards Pulp, but there is often a brutality to it, hulking in the shadows until forced to act. The best and most unnerving of that brutality may occur after one or more of the Agents has been killed.

For the Handler there is not much advice on setting up the campaign and the advice throughout is not always as strong as it could be. Hence, this really is a campaign for the experienced Handler in terms of its structure and detail, but the balance between the Mythos and the mundane is well handled and the campaign is rich in historical detail. The Agents really get to get to meet some real and genuinely interesting historical figures and the Handler who wants more detail, there is a decent bibliography at the end. In terms of the Mythos, there is no one central threat in terms of the other, although the campaign does bounce between several differing Mythos traditions. Rather the threat faced is arguably all too human, but one who has fully embraced the inhuman in an attempt to realise his ambitions.

Physically, The Borellus Connection is a dense affair and as a whole, heavy going. Individual missions are well organised and explained with details of the mission spine and the key characters at the start before diving into the detail. The cartography is decent, but the artwork is intentionally obfuscatory, hinting and suggesting rather than clarifying.

The Borellus Connection is a big demanding campaign that is going to take no little commitment upon the part of the Handler, her players, and their Agents to run, play, and complete. There is a fantastic sense of energy and grime to this campaign, of the Agents constantly wading through the seedy underbelly of both humanity and alchemy, caught between the mundane and the Mythos, and ultimately, out of game, how far and what strange places, The Borellus Connection takes one of H.P. Lovecraft’s most famous stories.

Sunday, 11 August 2019

DELTA GREEN's last charge

It cannot be stressed how radical Delta Green was when it was first presented in The Unspeakable Oath #7 in 1993 and then in 1997 in the Origins Award for Best Roleplaying SupplementDelta Green. It updated the presence of the Cthulhu Mythos for the then present, explained how it remained hidden in the then and now, and gave a reason that explained why anyone would investigate it. Essentially it layered the Mythos behind various conspiracies, including that of the New World Order and a healthy dollop of UFOlogy, and then folded the investigators into another conspiracy that was investigating the other and its secrets. Published by Pagan Publishing, in the next nineteen years, Delta Green would be supported by more fiction than gaming supplements, an issue with the limits of licensing agreement with Chaosium, Inc., but following a successful Kickstarter campaign, Arc Dream Publishing is presenting the Delta Green setting anew, updating it for the new millennium with Delta Green: The Roleplaying Game.

The founding of DELTA GREEN is well documented, being born out of the 1928 raid by the Office of Naval Intelligence and the United States Marine Corps on the insular and inbreed Massachusetts town of Innsmouth and its strange batrachian inhabitants who have too much in common with the denizens of the terrible aquatic city of the New England coast—as explored in Chaosium, Inc.’s Escape from Innsmouth campaign. It went to war as DELTA GREEN, fighting both Nazi and Japanese occult operations under the aegis of the OSS before being shut down and then reconstituted in the wake of the US government’s contact with extraterrestrials. Yet it ignored the threat of ‘little grey men’, concentrating instead on the threats it had faced before—Deep Ones, Nazi occultists, cults, and more—and as the threat of the Cold War grew, the US government’s operations in Vietnam expanded, and strange new religions and cults sprouted along with the counterculture on home soil, so did DELTA GREENs remit. The existence of the Unnatural and the threat it represented to humanity could not be denied to the US government, but it could be denied to the population at large. DELTA GREEN is an off-the-books, fully sanctioned operation, its agents drawn from inside the US military and federal and intelligence agencies, given temporary identities for purposes of each operation, often able to operate under the guise of another legitimate operation which sometimes gave it access to incredible military firepower, its mission still one of investigation, containment, destruction, and denial. At all costs. At any cost. Yet by the end of the sixties, DELTA GREEN had been disbanded, shutdown after a disastrous operation that forced it to go underground, to operate as an illegal conspiracy within the Federal government without sanction—as detailed in 1997’s Delta Green supplement. To date though, the details of that operation have remained unexplored, that is until the publication of The Fall of DELTA GREEN.

Winner of the 2019 Gold ENNIE Award for Best SettingThe Fall of DELTA GREEN turns back the clock on Delta Green to explore its last hurrah, the decade of the swinging sixties in which the USA would land men on the Moon, but get mired in conflict in Southeast Asia, in which the optimism of hippism and free love would be marred by murder, and in which Delta Green would be overwhelmed by threats domestic and foreign—and its own hubris. It is an adaptation of Arc Dream Publishing’s Delta Green: The Roleplaying Game not just in terms of time frame, but also mechanics and publisher. The Fall of DELTA GREEN is written by Ken Hite and published by Pelgrane Press and uses the publisher’s house investigation-orientated GUMSHOE System, devised by Robin D. Laws and since used on roleplaying games ranging from Ashen Stars and Night’s Black Agents to Mutant City Blues and TimeWatch.

The GUMSHOE System is a simple enough system. It eschews the traditional attributes, skills, advantages, and disadvantages of other roleplaying games. Instead player characters have Investigative and General Abilities. The Investigative Abilities—divided into Academic, Interpersonal, and Technical, such as Accounting, HUMINT, and Traffic Analysis—are pools of points. In a scene where there are clues to be found, if a character has the Ability, then he gets any core clue to be found. His player can also expend points from the appropriate Ability to gain further information. General Abilities, such as Athletics, First Aid, and Preparedness, are also pools of points, but primarily expended as effort to overcome an immediate objective.

For the most, anyone who has played another GUMSHOE System roleplaying game will have no difficulty adapting to The Fall of DELTA GREEN. There are differences though, most notably in the lethality of the combat system to take account of modern firearms and support weapons. Obviously lethal to mankind, some of these weapons are also capable of killing creatures and things of the Unnatural—the equivalent of the Mythos in both The Fall of DELTA GREEN and Delta Green: The Roleplaying Game—but not all, some being resistant to damage, others simply being not quite of this mortal realm… In comparison to other GUMSHOE System roleplaying games—especially Trail of CthulhuThe Fall of DELTA GREEN is deadlier in terms of its mechanics. Other changes, such as Bonds, are imported from Delta Green: The Roleplaying Game. They represent an Agent’s vital relationships—with loved ones, family members, and close friends—that connect him to his humanity and which can be strained, pulled, and broken as he goes on operation after operation, and is exposed to the Unnatural again and again.

The Fall of DELTA GREEN opens in 1961. The players take the role of Agents. They are typically current or ex-members of the military, veteran Agents even having served in World War II or Korea, or members of a Federal department, like the Atomic Energy Commission, Federal Bureau of Narcotics, or State Department. There is a wide range of options available, so one player can roleplay a Domestic Intelligence Division ‘Black-bagger’ of the FBI, another a Special Forces soldier of the US Army’s ‘Green Berets’ or the Navy SEALs, or another an Advanced Research Project Agency Researcher. This differs fundamentally from the Delta Green of 1997 where more Friendlies, non-Federal Agents, are recruited. It is entirely possible to play a Friendly, for example, an archaeologist or a gangster, but it is not the main focus of The Fall of DELTA GREEN. Agent creation is a matter of selecting one or two background templates and assigning the required to them. One represents the Agent’s military service—every American between eighteen and twenty-nine being subject to Selective Service conscription—the other his occupation after military service. Agents still in the military add an active service template the branch they are in. The Fall of DELTA GREEN does cover the gender and racial bias prevalent in the period, noting that addressing both and how should be up to the Handler and her players and whatever best supports their play experience.

Our sample Agent is Captain Lawrence Clark, a Nevadan who was recruited out of college by the United States Air Force to serve in Korea. There he flew Boeing B-29 Superfortress night bombing missions over North Korea. After the war, he was removed from active flight duties by a deterioration in his eyesight. After a number of support postings, Clark was reassigned to the Air Force Office of Special Investigations where he specialises in accounting audits, having trained as an accountant at college. When he flagged up accounting errors as funds being moved into untraceable accounts, he came to the attention of Delta Green. At the same time, an expected promotion has been put on hold, so he suspects that he is being punished for asking too many questions.

Captain Lawrence Clark
AFOSI Investigator, Air Force Office of Special Investigations

Academic Abilities
Astronomy 1, Criminology 1, Foreign Language 1 (Russian), Law 1, Military Science 2

Interpersonal Abilities
Accounting 3, Agency 4, HUMINT 2, Inspiration 1, Interrogation 1, Reassurance 3

Technical Abilities
Notice 1, Survival 1

General Abilities
Athletics 4, Bureaucracy 7, Conceal 2, Drive 2, Firearms 2, First Aid 1, Health 30, Mechanics 1, Network 5, Pilot 3, Preparedness 6, Sanity 6, Sense Trouble 7, Stability 5, Unarmed Combat 6

Bonds
My wife Gloria (4), my son Richard (4), my mother (4)

Motivation: Patriotism

The Fall of DELTA GREEN does add a number of odd skills or Abilities. For example, Fringe Science represents expertise in experimental, eccentric, if not impossible science, whilst The Unnatural represents knowledge, even understanding of the secret nature of the universe. It can be used to recall information from DELTA GREEN case files or tomes of The Unnatural as well as to intuitively piece together terrible conclusions about an operation or cult or… The Hypergeometry Ability not only grants the capacity to understand the universe, but also manipulate it—otherwise known as magic! Both The Unnatural and Hypergeometry cost both Stability and Sanity to use. Like all roleplaying games of Lovecraftian investigative horror, The Fall of DELTA GREEN has rules for handling the loss of Stability—an Agent’s ability to withstand psychological trauma, and Sanity—an Agent’s capacity to retain his humanity in the face of exposure to The Unnatural. Whether losing Stability and Sanity from Violence or Helplessness, it is possible to adapt to either, but not to The Unnatural. Another carry over from Delta Green: The Roleplaying Game is the inclusion of an Agent’s Bonds, his personal relationships, which can actually be damaged by his experiencing shocking events, his carrying the trauma home with him after an operation. At the same time, it is possible to strengthen (or recover) Bonds which have been damaged by the Agent’s mental trauma. Such actions are only possible between operations. What they represent are not just fantastic models of an Agent’s ongoing trauma and how it affects just more than him, but also great opportunities to roleplay.

For ‘Spy-Fi’ fans, The Fall of DELTA GREEN includes an excellent chapter on gear and how to be a spy, or at least, a DELTA GREEN Agent. There are guidelines on obtaining equipment, necessary because DELTA GREEN does everything off the books and so has borrow, build, or buy much of its needs, as well as descriptions of what that equipment might be. Useful because this is, after all, decades before the Digital Age. Actual Tradecraft covers how to run an operation, including staying clean and hidden from other agencies or interested parties, conducting a stakeout, handling an interrogation, and so on. It culminates in a solid essay of advice for the players, which includes not The Moscow Rules because Moscow is a lesser threat, but The Innsmouth Rules. Every Handler—as the Game Master is known in The Fall of DELTA GREEN—should make these available to her players.

Over half of The Fall of DELTA GREEN is for the Handler’s eyes only. This includes a complete history of both DELTA GREEN and MAJESTIC, the latter being DELTA GREEN’s fellow off-the-books agency. They are rivals, MAJESTIC focusing on extraterrestrial threats and turning any recovered technology to the advantage of the USA, whereas DELTA GREEN focuses on Earthbound threats and would rather see recovered artefacts and technology destroyed lest it fall into the wrong hands. If DELTA GREEN is old school, then MAJESTIC is a new school, cooler, better funded rival to DELTA GREEN and not the deadly enemy it will become following DELTA GREEN’s fall. The departments and major personalities for both are detailed, and along with a detailed year-by-year timeline of the sixties, provide the Handler with the more ‘mundane’ background to The Fall of DELTA GREEN. Included in the timeline are options for how the Agents might become involved in some of the agency’s biggest operations of the decade.

Almost a third of The Fall of DELTA GREEN is devoted to The Unnatural. It takes in a huge amount of information, not just the dread tomes that humanity has penned about the true nature of the universe in the last few thousand years, but also the nature of Hypergeometry, its spells and rituals, and its expression as the Psionic powers discovered by the CIA’s MK-ULTRA program and MAJESTIC’s various projects; it goes to hidden places such as Irem and the Nameless City and Leng, and beyond; and the specific threats faced by DELTA GREEN. These include particular aliens like the Colour Out of Space, Deep Ones, and Great Race of Yith, and the great entities known as the ‘Great Old Ones’, but perhaps more suggestively categorised as the ‘ones of the stars’, ‘ones of the earth’, and ‘ones of dream’.

Throughout, this is presented through the lens of DELTA GREEN perspective, rather than just as another roleplaying game of Lovecraftian investigative horror. So there is more of an emphasis on the Deep Ones, the Mi-Go, and the Tcho-Tcho than in other roleplaying games that see the player characters confronting the Mythos, reflecting what both DELTA GREEN and MAJESTIC have traditionally investigated and seen as a threat. To that end advice is given to the Handler as to how to make such ‘familiar’ races of The Unnatural horrifying once again. Other entities it reinterprets, for example, Ygolonac as the Headless One. What all this does is attempt to recast the Mythos afresh as The Unnatural, to make it unfamiliar once again, and so make it more of a mystery and support the players’ efforts to reflect that unfamiliarity and that mystery. In addition, particular avenues of investigation and their associated Abilities, such as Forensics highlighting the dry, scaly, brittle, and sunken skin found in those men and animals exposed to a Colour Out of Space or Notice to spot the round furniture and food in a room when tracking signs of a Hound of Tindalos. More familiar threats are presented in terms of the worst or foolish of humanity prepared to worship The Unnatural, also many familiar from ‘future’ iterations of Delta Green. These include the Cthulhu Cult which DELTA GREEN has been fighting since 1928; the Karotechia, the last remnants of the Nazi occult programs; the Fate, the New York-based occult network which all but runs the Mafia for fun and profit; and the Cult of Transcendance, an Illuminati-like network which operates a global conspiracy. The Fall of DELTA GREEN makes clear that in some ways, humanity is a bigger threat to itself than The Unnatural, whether that is being prepared to adopt and adapt the power it offers to ‘benefit’ mankind, to benefit select individuals, or to use it to fight other threats represented by The Unnatural.

As well as all of the background and the means for the Agents to investigate The Unnatural, along with a solid biography, the Handler is given some excellent advice on running The Fall of DELTA GREEN. It highlights the uncertainty, the lack of control, and the reactive nature of DELTA GREEN investigations, as well as providing solid advice on building threats, constructing cults, creating operations, and running the game. It backs this up with ‘Operation’s Aladdin’s Cave’, a mission which takes the Agents for ‘A Day at the Races’ in Vietnam to investigate a potential outbreak of The Unnatural and exposes the Agents to a healthy dose of inter-agency paranoia as they try and find out what is going on. The scenario does not feel wholly original, but the other, similar scenario is not specifically Lovecraftian, so may well be somewhat obscure for many to know of it.

Physically, The Fall of DELTA GREEN is superbly presented—for the most part. It needs a light edit here and there, but is generally well written and highly readable. The layout is built around a lot of period photographs and documents, typically laid out as collages in a style that gives the book a thoroughly authentic feel of the period. Where The Fall of DELTA GREEN is disappointing is in the artwork, which in places feels disappointingly amateurish.

One quibble might be that the focus of The Fall of DELTA GREEN is too much on DELTA GREEN and Vietnam, as opposed to the wider world and allied agencies investigating The Unnatural. Some attention is given to those operating in both Canada and the United Kingdom, enough that the Handler can involve them or take her Agents on operations in either country. To be fair, the emphasis on DELTA GREEN and Vietnam is wholly understandable given that this is a roleplaying game about the agency’s last hurrah and like the country it served and protected, that last hurrah would come in Vietnam.

The Fall of DELTA GREEN is a superb reimagining of Delta Green, one which wraps the unreal history with the real, to explore a period long talked about, but never fully explained. That explanation is a Spy-Fi technothriller, a Cold War era fight against a threat bigger than the Cold War, a paranoia-infused series of clean-up and knowledge denial operations that escalate into brushfire wars. Ultimately, The Fall of DELTA GREEN is a roleplaying game about the horror of hubris as much as it is the loss of humanity.