[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: MiB.jpg (164 KB, 1000x1546)
164 KB JPG
Wanted to turn this into it's own thread: >>98645478

What would be a good system for running a late 20th-century MiB-themed game with cryptids, aliens, etc? My immediate first thought is Call of Cthulhu (I'll admit, I've never played CoC), but GURPs is also on my mind (bit more familiar with that one).
Main ideas would be:
>players as underfunded government agents investigating unusual occurrences
>limited resources: rental cars, pistols, UHF radios, etc
>mostly focused on investigation, interrogation, and information
>players need to cover their tracks to not be found out by the public
>setting would be remote American midwest or southern deserts, cryptid/alien country
I'm also inclined to include rules for ESP, strange technologies, and other such urban legends.

Overall, I'm thinking something closer to "The X-Com Files" rather than "Men in Black" (1997).
Has anyone had success running a game with this kind of setting?
>>
>>98645497
Answers from other thread:
>>98645545
>>98645527
>>
>>98645497
if you add in a player characters downward spiral and destruction of home life as any sense of "normalcy" disappears due to exposure to the unknown, you have literally Delta Green
official published material focuses more on Yog-Sothothery than cryptids while shotgun scenarios are more diverse
DG's rules are basically CoC but with
>different combat rules
>bonds(relationships) instead of luck
>procedures for playing out home scenes between operations
>rules for equipment procurement and potentially burning bonds/debt
>>
>>98645555
nice quads
I see a lot of different delta green books when I search for material, what do I actually need to start a game?
>official published material focuses more on Yog-Sothothery than cryptids
Would it be easy to write/homebrew stuff that leans the other way? Or is the Lovecraft of it all baked into the system pretty hard.
>>
>>98645572
If you are down with homebrewing monsters and magic, you can get away with the agents handbook, it has all the rules needed to play the game. If you want magic and monsters, the handlers guide has you covered, but the book is *mostly* the operational history of Delta Green and related yog-sothothery, so if you're not using the setting it'll be of dubious utility.

DG is *NOT* pulpy, however. Combat is very lethal. You get a single action every turn, and that's not an action and a move, it's a single thing, so if you want to move, that's your whole thing. Depending on how much hp you have, a good hit with a handgun can put you out in a single shot, and that's not even getting into bigger guns. The DG guys named the underlying system the misery system; it isn't about kicking doors and killing cthulhus, it's about working a terrible job that saps your sanity and ruins your relationships. If that isn't what you're interested in, baseline CoC or CoC with pulp rules, or even just BRP, might be more what your looking for.
>>
>>98645572
>what do I actually need to start a game?
Need To Know is a free quick start and gives you everything to run the sample scenario to see if your table would like it
the Agents Handbook (players book) has 99% of the games rules, aside from things that should be hidden from players like occult rituals
the Handlers Guide (gm book) is 90% lore with the rest some advice on creating scenarios and adjudication
everything beyond that are either lore books or scenarios
>Would it be easy to write/homebrew stuff that leans the other way?
Entities are basically just a stat block and description of how they'd act. look at this as an example of homebrew
http://fairfieldproject.wikidot.com/operation-s-h-i-f-t
>>
>>98645613
>it isn't about kicking doors and killing cthulhus, it's about working a terrible job that saps your sanity and ruins your relationships
that's sort of what I'm looking for tbdesu
>>
>>98645497

Delta Green.
>>
>>98645613
>it's about working a terrible job that saps your sanity and ruins your relationships
So it's about being a DMV employee?
>>
>>98645497
If there isn't a Blades hack that fits this, then there should be.
>>
>>98645497
I played in something fairly close to that, but explicitly fantasy. Highlight of the campaign was probably the time we spent a weekend in Vegas and half the party came back married.
>>
>>98655894
>neglect to mention system
Savage Worlds, BTW
>>
>>98645497
Alright OP, I have the system for you. It's called the Laundry Files rpg, based on coc, with the thematics being from a british cthulhu/bureaucracy novel series that went from tolerable to cuckolded. It has pay ranks, it has requisition orders, it has bureaucracy rules, and a spot of magic you can reflavoue ('Computational Demonology') to be hypertech. There's a second edition by c7 - that's not the one you want. You want 1e.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.