Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

Following on from Which Call of Cthulhu books do I need to get started?, I would also like to get into Delta Green.

Similar questions, then:

  1. How useful will the core book be on its own?
  2. Are any other books essential? If so, which?
  3. Are there any non-essential, but particularly good, books that you'd recommend?

Since I'm familiar with Call of Cthulhu, it would also help me if you could explain how Delta Green differs from it.

share|improve this question
The overview question is really better as a different question. – Adriano Varoli Piazza Nov 22 '10 at 23:08
I've rephrased it slightly. I think it's a useful point. – Graham Nov 23 '10 at 22:43

Just a Call of Cthulhu rulebook and the Delta Green basic book.

My favorite version of the Delta Green book is the bi-system BRP/D20 one (now out of print). I think the D20 rules for Call of Cthulhu (also out of print, but easily available via Amazon) offer a nice format for playing a more action/adventure themed Delta Green game than might be suggested by using the BRP rules, and there are a couple of nice ideas in there that a solidly BRP GM might find useful too.

Usefulness: The DG sourcebook is probably the most impressive setting book produced for Call of Cthulhu. The wealth of stuff in there is astounding. I don't necessarily think everything the authors did with it follows my own vision of The Mythos And How It Works, but it ain't shabby by any means and I highly recommend it whichever rules you want to use.

Other books: There are other materials produced in the DG line, but they aren't necessary to get started, or to play for months. They refine and expand the materials in Delta Green.

Overview? Think X-Files meets Call of Cthulhu.

share|improve this answer
  1. The basic book is very useful on its own. It can be used with pretty much any system, as it is high on substance and low on crunch.

  2. Not essential, but useful. The original DG book has conspiracies aplenty and a set of good adventures to get started with.

  3. Agree with Roxysteve's tagline: this is X-Files crossed with Cthulhu.

share|improve this answer
Which other books are useful? – Graham Nov 23 '10 at 22:25

All you need is a CoC rulebook and a DG sourcebook, but DG: Countdown is also really great work. DG: Eyes Only is not at the same level, I would say. And I don't know yet DG: Targets of Opportunity.

To improve the atmosphere and your background knowledge (and also for fun), you can try the novels and short stories.

share|improve this answer

It's not out yet but Pagan Publishing has announced they will be releasing a standalone Delta Green game that should still be compatible with existing DG products. This game will also deal with the changes in the real world since the mid-90s and how Delta Green (and the other conspiracies) have adapted/changed. No release date has been given but it's likely to be sometime in 2012 at the earliest. You can listen to the Delta Green panel from GenCon 2011 discussing that here.

share|improve this answer

Right now, there are four ways to play Delta Green, with a variety of systems:

1) Call of Cthulhu plus the DG Corebook/dual stat version (BRP)

2) D20 Call of Cthulhu plus the dual stat version (d20)

3) Night's Black Agents "Dunwich Sanction" frame plus Trail of Cthulhu (GUMSHOE)

4) NEMESIS system (ORE). There is nothing particularly DG about Nemesis, except that it was written by Dennis Detwiller with DG in mind.

Another way, which might require some work, is to combine Realms of Cthulhu and Agents of Oblivion for Savage Worlds.

Countdown is a mix of articles about DG setting elements and adventures. Two of the former include Russian and British groups analogous to Delta Green. It's huge book with many templates for international characters and psychic powers too, and the later books follow this format somewhat. Most people consider it better than the DG corebook itself.

Eyes Only has two long articles about the Fungi from Yuggoth & The Fate, a shorter article about post 911 gaming, and 3 adventures. Some of this material was released in a hard-to-find chapbook format at the turn of the century. The Artifact Zero adventure has probably the best reveal in all of gaming.

Targets of Opportunity has five long articles about four Mythos threats & a Canadian alternative to Delta Green. While there are no dedicated adventures, the four bad guy groups are easily enough used as campaign starters.

If you want a look at things right away, check out Dennis Detwiller's blog (, which has four free adventures (Music from a Darkened Room, The Last Equation, The Night Floors & A Victim of the Art - these last two appear in Countdown as well). The NEMESIS rules are there as well. Here ( are the first three parts of his "Future Perfect" campaign. I'm not sure where the final rough-around-the-edges conclusion is.

Delta Green answers two questions which can dog Keepers: "Why would an FBI agent share confidential information with a university professor" and "what the hell has the Mythos been doing since Lovecraft wrote about it?" Its brilliance is answering the latter with modern nuggets of conspiracy theory, like UFOs and the Philadelphia Experiment.

share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.