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DG2 General

This version was saved 14 years ago View current version     Page history
Saved by Kristopher Garrett
on March 18, 2010 at 10:20:45 pm
 

Delta Green 2 Campaign.

DG2 House Rules

 

Genre

According to GURPS Mysteries, this is part police procedural, part thriller. This is primarily an investigative game, just like actual law enforcement--there will be foot/vehicle chases, gunfights, violent arrests, and similar exciting action scenes, the primary emphasis is on investigation, interrogation, surveillance, forensics, etc. Assembling useful information on the enemy.

 

However, playing out the actual length and pace of an investigation would probably be boring. So the PCs will have access to the authority of the law, and to some degree, the assistance of modern forensic science. But don't expect tactical entry teams and high-tech forensics to solve all your problems! That would be boring.

 

This will be a horror campaign. Not action-horror like the previous Call of Cthulhu or Delta Green games. Straight horror. There will be things that go bump in the night, unexplained phenomena and you will have to make the best of the situation. There will be no wizened sages, no magic tomes of answers and secrets, no pat classification of anomalies. I'm going to do my best to make this a good, scary campaign

 

Tone

This will be a campaign of secrets revealed and shadows fleeing as they are brought to light.

 

Sources

NWoD material of various kinds (Vampire, Promethean, Changeling, the independent books). 

 

The feel of the campaign is best reflected in:

Michael Mann's major movies (Heat, Colleteral,)

F. Paul Wilson's Repairman Jack books.

 

Campaign Background:

Federal Task Force

After a series of public relations and propaganda failures portraying the federal agencies as clumsy and slow to respond, a series of special task forces are formed to counteract this perception.

The player characters are federal LEOs removed from normal duty and attached to the inter-departmental task force as a flexible unit that can be moved around to assist wherever trouble may suddenly arise or the local agents are having trouble. The language and cultural familiarity requirements are to help prevent PR disasters from happening. The group will contain a mix of skills to assist local law enforcement and other federal agencies by not placing more of a burden on the currently strained resources.

 

 

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