I have to admit, when the various consent and safety tools started coming out for role-playing games, I was a little skeptical. After all, my group’s been together for 25 years; the issues these tools are meant to address rarely[…]
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I have to admit, when the various consent and safety tools started coming out for role-playing games, I was a little skeptical. After all, my group’s been together for 25 years; the issues these tools are meant to address rarely[…]
Read moreCthulhu called, and I answered. Chaosium’s signature game was one of my first non-Dungeons & Dragons games. My friend Adam introduced it to me in college when he invited me to a one-shot scenario involving a haunted house investigation. ted house.[…]
Read moreTales of a GM is running the 12 Days of Dicember, a project dedicated dice in all their randomized glory. The question for the tenth day of Dicember is “Which are your hardest working dice?” My d20s work the hardest at my gaming[…]
Read moreMEPACon is northeast Pennsylvania’s regional gaming convention and it’s one of the go-to conventions for my gaming group. It’s an event I always add to my calendar, but it also has a tendency to get removed because of family and[…]
Read moreOne of the big reasons I come to GenCon is to play games, but it’s not the only reason: shopping is another. In 2000 I bought my first Dungeons & Dragons 3rd Edition Player’s Handbook there, in 2014 I’ll by my first 5th Edition PHB. This is where I got my Battlestar Galactica and Serenity RPG books, as well as more d20 sourcebooks than I care to mention.
Read moreAfter a successful playtest of Savage Worlds, my gaming group — the Blackrazor Guild — decided to launch a short-to-mid-range Weird Pulp campaign. The campaign began in early Spring 2014, and we’re expecting it to run through at least Summer 2014.
Read moreI love Delta Green. I rarely get to run it, but Delta Green and its sequel, Countdown have more than earned their place on my game bookshelf. This is thanks to its modern horror take on the Chtulhu mythos and compelling scenarios like “The Night Floors”, in which a certain play dooms an entire apartment building.
Read moreA few years ago I picked up Weird War II by Pinnacle Entertainment Group to supplement my The Day After Ragnarok book with World War II Savage Worlds rules. The rules were fine — it helped with the demolitions skill and gave me access to an armory of guns and vehicles — but just wasn’t weird enough for my taste. The history of the weird war was pretty much the same as the history of our war; the weirdness was at the edges and never infected the larger narrative in the way that, say, Delta Green did.
Read moreFantasy Flight Games made its name creating huge, sprawling board games with hundreds of fiddly-bits and robust game mechanics that take hours to play. Fans who buy Arkham Horror or Mansions of Madness know they’re getting their money’s worth … and that there’s no way the game will fit in their pockets. With the Elder Sign: Omens app for iPhone ($3.99), Android ($3.99) and iPad ($6.99), they’ve taken a different approach: create a lightweight, fast-playing game that’s as atmospheric as its predecessors but can be played anywhere.
Read moreDelta Green, the 1990s era game of espionage, intrigue, and cyclopian madness, is available in PDF and print-on-demand formats from DriveThru RPG. Released by by Pagan Publishing, the new high-quality PDFs scans of the original books. So far the sourcebooks Delta Green and Delta Green: Countdown and Delta Green have been released. Two short fiction anthologies, Alien Intelligence and Dark Theatres, are also available.
This is great news. Although it’s dated now, Delta Green remains a fantastic read, and it perfectly captures the conspiratorial/millennial anxiety that was so common in the late 1990s. The books have long been out of print, and at times have been hard to find, so it’s good to seem them back in print (or something resembling print)
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