So, to preserve the excellent CoC 7 thread here, I've started up this here thread for my take on the excellent Madness Dossier using the new edition of Delta Green.
For those who came in late: The Madness Dossier is a different take on cosmic horror. In 535 CE, reality and history themselves were overturned by an unknown disaster. The twist here is that history as we know it was created from that point, and the prior history with a humanity enslaved by Babylonian deities (maybe) and monsters (definitely) was more-or-less erased. In the 19th century, the old history broke through during an archaeological dig, leading ultimately to the creation of Project SANDMAN, a group of deep-black agents, brain hackers, and memetic scientists desperately fighting a war against an enemy that gets stronger as more people know it exists. SANDMAN operates without oversight, behind the scenes, waging a war to stabilize accepted reality and destroy the irruptors at a terrible cost. PKD-esque hidden histories and realities, mind control, and the moral corrosion of the SANDMAN agents are big themes.
For my campaign, we started with BRP, briefly swerved into GUMSHOE, and finally settled on the new Delta Green rules-set. Given the similarities between the settings, it seemed like a good fit...and man, it has been. With a couple of small tweaks, DG 2 has proven to be a beyond capable rules-set for the campaign. The Kill rules resulted in a major NPC going down hard during the first round of a major firefight a few sessions back, Willpower-as-mitigation is great, and the slimmed-down rules for skills keep things moving at a zippy pace.
If you're interested, I've got an Obsidian Portal site for the campaign here. The floor is open for questions, ideas, discussion!
For those who came in late: The Madness Dossier is a different take on cosmic horror. In 535 CE, reality and history themselves were overturned by an unknown disaster. The twist here is that history as we know it was created from that point, and the prior history with a humanity enslaved by Babylonian deities (maybe) and monsters (definitely) was more-or-less erased. In the 19th century, the old history broke through during an archaeological dig, leading ultimately to the creation of Project SANDMAN, a group of deep-black agents, brain hackers, and memetic scientists desperately fighting a war against an enemy that gets stronger as more people know it exists. SANDMAN operates without oversight, behind the scenes, waging a war to stabilize accepted reality and destroy the irruptors at a terrible cost. PKD-esque hidden histories and realities, mind control, and the moral corrosion of the SANDMAN agents are big themes.
For my campaign, we started with BRP, briefly swerved into GUMSHOE, and finally settled on the new Delta Green rules-set. Given the similarities between the settings, it seemed like a good fit...and man, it has been. With a couple of small tweaks, DG 2 has proven to be a beyond capable rules-set for the campaign. The Kill rules resulted in a major NPC going down hard during the first round of a major firefight a few sessions back, Willpower-as-mitigation is great, and the slimmed-down rules for skills keep things moving at a zippy pace.
If you're interested, I've got an Obsidian Portal site for the campaign here. The floor is open for questions, ideas, discussion!