Stretch goals falling: "Unripened Fruit," the GM Screen, "Making Horror Scenarios"
about 9 years ago
– Mon, Oct 05, 2015 at 07:56:44 PM
Since we unlocked the Case Officer's Handbook yesterday we've knocked down stretch goals more quickly than we can announce it.
"The Unripened Fruit," a study of the ways Delta Green agents can deal with corpses (there are always corpses), is available FREE to all backers. Watch for a backers-only update for the link.
The Game Moderator's Screen and Quickstart Guide is available as an Add-On Reward for just the PDF version. You can get it when it's ready by adding $10 to your pledge. (Of course, if your Reward Tier includes all new PDFs funded by this project, you'll get the GM Screen and Quickstart Guide PDF without paying anything more.)
We'll offer the physical GM Screen and Quickstart Guide as an Add-On Reward as soon as we confirm the cost. I'm getting estimates on that now.
As of 1:22 pm, October 5, 2016, we're about to hit $135K. That will mean "Making Horror Scenarios," a guide to creating terrifying adventures for Delta Green, will be available FREE to all backers as soon as we can post it.
After that we unlock "Iconoclasts" at $140K. That's a new scenario by Adam Scott Glancy, wherein Delta Green learns of the repercussions of ISIS zealots destroying artifacts that were better left alone. You can get a taste of it now by listening to Adam Scott Glancy running "Iconoclasts" at Gen Con 2015. You can sign up to get "Iconoclasts" when it's ready by adding $5 to your pledge. (Of course, if your Reward Tier includes all new PDFs funded by this project, you'll get "Iconoclasts" without paying anything more.)
There's more to come. Keep fighting.
The Case Officer's Handbook in hardback!
about 9 years ago
– Sun, Oct 04, 2015 at 10:32:35 PM
This morning, as soon as we posted the update announcing we'd passed the stretch goal for "The Children of Atlach-Nacha" we reailzed we'd better prepare to announce the next one. We were right.
Thanks to the amazing backers of Delta Green: The Role-Playing Game, the Case Officer's Handbook will be available in a full-color hardback edition.
The Case Officer's Handbook includes everything in the Agent’s Handbook plus chapters on creating scenarios; running campaigns and customizing the setting; creating and customizing Cthulhu Mythos tomes, monsters, spells, and alien artifacts; cults, factions, and threats; and more.
We have updated the main page of the Kickstarter project with details about getting the Case Officer's Handbook, whether by adding it to your current pledge or "upgrading" from the Agent's Handbook to the Case Officer's Handbook.
Please review the updated main page, and the FAQ at the bottom, carefully. We'll be happy to answer any questions you have.
Next up—at this rate we'll fund it in a few hours!—is "Protocols: The Unripened Fruit," a report on the ways Delta Green must deal with the dead. It will be available FREE to all backers as quickly as we can post it.
In the meantime here's another glimpse at the Case Officer's Handbook, advice for the Handler—the Game Moderator—in preparing a Delta Green campaign.
The Limits of Intelligence
No one in the world of Delta Green knows and understands everything presented here. At best, the most informed members who have managed to remain sane understand a tiny fraction of it. And much of what is “known” is wrong, or at the very least misinformed. This information usually comes from books written by madmen on the cutting edge of science and religion, scattered across the twisted skein of history. Mankind’s technological ascent has done little to change the lack of clarity.
There is no “DEEP ONE ELIMINATION” manual. There are no repositories of artifacts or spells. Since the 1950s, Delta Green has understood the deleterious effects that such things have the human mind. It has learned to compartmentalize information not just for the sake of secrecy but also for sanity. Such books, artifacts and creatures act as a cancer on the mind, changing those exposed into something less human, and eventually into servants of the darkness. No one is immune.
Therefore agents often operate in a vacuum of information and must identify, uncover and destroy threats with little to no guidance. Assistance may come on rare occasions, but agents soon learn not to rely on it.
Fewer than three thousand people across the United States know anything about the truly unnatural. Most know only that forces exist outside of accepted reality, and they are as much a threat to sanity as to physical well-being.
On the level above the intelligence services tasked with uprooting the unnatural, what is really happening? This is a question to work out for your own campaign.
Staying true to the concept of Delta Green, the players will never understand the ultimate truth. But establishing that truth for your own reference will inform the tone of the campaign and the threats the agents face. And it will give you ammunition to fill sessions with moments of terror.
You, the Handler, must decide what’s real in your Delta Green campaign. The players should never feel secure that they know what’s really going on. As soon as they think they do, it’s your duty to prove them horribly wrong.
The End Has Only Begun
We have 24 days to go and many amazing projects to create.
Keep fighting.