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>literally every other DG mission
>Hey heres some stuff and the threat go deal with it
>gods teeth for some reason
>since this deals with child abuse you have to tell your players to kill themselves and play how you need them to
>>
>Send Agents to kill Slavic pedo ring.
>No rules for Agents to join the ring and make bank to fund future operations.

2/10
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>>98193002
You don't join the ring. You kill em all and re use their assets for your own ring dummy
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>>98192741
It's cool in concept but I'll never forget the page about the author seething if the players actually decide with carrying through with the mission at the child rape orphanage. My players get to make their own choices and if they want to follow the mission down to the bitter end I will let them.
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>>98194069
Isn't that literally the first section? Kill the adult pedos?
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>>98194069
The author does not write modules; he writes leftist diatribes that are published as modules.
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>>98194605
>Not wanting to murder children counts as a leftist stance

Checks out.
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>>98194373
Long story short you pretty much find out your handler went rogue and gives you info about the pedo ring orphanage. Once the players have merced the place and dealt with the pedos the final orders are to take out the kids too. The handler explains it must be done and hangs up.

The creator assumes the players won't follow through with this and the proceeds with a full 2-3 paragraphs of seething about if the players decide to do this because it essentially brings end to the entire campaign book and the players get the good ending.
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>>98194627
Not who you are responding to but his politics dont' really matter to me about how dumb the conundrum is. The authors whole thing is jerking himself off on how the players don't have a choice but then seething and crying when the players don't make the exact choice he wants them to make. A ton of veteran DG agents will fucking murder a kid of ordered to because they trust those orders have a purpose.
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>>98194642
Isn't the framing device very specifically that they aren't veteran DG agents?
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>>98194647
I don't recall anything about that but even if it is then it's retarded. Delta Green has a ton of shotgun scenarios and 3-5 session games where players are going to want to bring their characters over into a large campaign if they survive. To expect all the players to be fresh agents is not very realistic because the very first act creates events that quickly lead to DG turning on them.
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>>98194069
>>98194664
As per page 22, only 1 character is a delta green agent, the one who meets Clove at the gas station, the rest are outsider friendlies. The players are meant to be a rushed organisation of barely-in-the-known assets in a loose DG structure, being manipulated by a panicking, desperate DG agent from another cell that is going rouge and fleeing the country the second she can. This is meant to add to the out of your depth, desperate and overwhelming tone of the game Caleb is trying to get you to experience.
I too think its kind of dumb how, in a game about making and struggling with desperate hard choices as an agent, Caleb makes killing all the kids at any point of the game an instant "you've gone to far, this act dooms them and the game ends", leaving no room for you to explore that choice for yourself.
But, thats kind of the point of Gods Teeth no? Bast controls your fate, you are a trapped puppet and the whole kid suffering is part of that horrible cycle you are linked too. To accept that kind of mass killing of kids, even as a mercy killing, is to give up on protecting them, and give into the violence feeding of Bast in the most self immolating way. It serves the theme and experience.
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>>98194647
Only one is an agent. The rest are all friendlies.
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>>98194778
Stokes has a docment on his patreon that explains whats going on better, but I barely remember it and cant be assed to look for my rip of it. But I believe what both gets Bast off and feeds it has nothing to do with the kids. Their suffering is what attracted its attention. Bast created the teeth as a reaponse to that suffering, to manipulate reality through them in a subtle way in order to release entropy from the death of targets through the teeth, and then feed on that entropy.

Gods teeth series is way too niche to me, its real only audience is for a group of veteran players that would rather sit around and jerk off to the meta discussion around the module than play the game. But the full picture cost extra effort beyond the modules, its buried on his patreon and in interviews. Much better as a story to be read than a module to be played.
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Show the page with the seething.
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>>98194634
Specifics of this particular scenario aside, any pre-written campaign that instantly falls apart from one player decision, especially a decision which they'd obviously at least consider and which doesn't seem obviously story breaking, is a terribly badly written campaign
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>>98195220
I don't know what section OP is specifically referring to but this deals with killing the kids during the raid. I wouldn't call it "seething" by any means because it explicitly tells you "and then some of the kids got away!!" so you don't derail the train ride
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>>98192741
I think DG's sanity system is shittier than Call of Cthulhu, which is mediocre
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>>98195384
I don't see "seething", but it is railroady.
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>>98195046
I agree to a point. The kids are NOT the target of Bast explicitly, its just their wordless suffering that stirs Baast into marking the Teeth. The real target of Baast is the supernatural, or importantly, people/palces who have been effected by supernatural, as expressed mechanically as a stink the Teeth can detect and are drawn too kill.
After the Kids escape the Skoptsi orphanage and grow up, 3 of them that didnt learn to speak and are in touch with the synchronicity of Baast go about Killing the retired DG woman, the social worker etc in order to recall the Teeth, and thus those kids become the villains of Part Two, Red Thoughts. This further extends with other survivors, including Coradian being the final antagonist. Killing these Baast Cultist turned kids, years later the recuse is part of Baats plan in a round about way.
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>>98192741
>but CAUSALITY AND FATE, MAN
>it's not a railroad because you're like DESTINED to go down this path!
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>>98194605
How is this >>98195384 a "leftist diatribe" you dumb faggot?
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Well, Bast's Scraps is a fascinating read about the actual character you're being introduced to for the overall campaign.
I've found an early draft that cuts off around page 38, partway through Go Forth, a bit short of the actual raid on the orphanage.

Kind of a bummer, I'd like to see this page that apparently throws a tantrum if the player's kill the kids- Especially amidst all this high-concept shit about Bast and the players being tricked into becoming his teeth. I'm starting to suspect OP (and any supporters in this thread) just got filtered by a mechanic too complex for them. Sounds like the kind of player who can't handle their character not getting to no-sell the eldritch compulsion and reality manipulation.
Why even play a game like this, with Sanity and the possibility of losing control of your character, then?

Tbh from what I've read the author has done everything possible to explain the compulsion at hand from Bast. At a certain point you have to accept that the DM can't manipulate your mind the same way this protean entity with control over time and causality can manipulate the players
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>>98195462
(for anyone who hasn't started picking at this via Google, let me clarify: I'm reading the supplement to the campaign, Bast's Scraps, which explains a lot of the underlying thesis and how to actually run the gameplay- It is available in full on Scribd. Additionally to that, the copy of the actual campaign I've found cuts off rather early in the first mission (page 38 of 200+) of the entire campaign, before the "seething" happens)



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