Part three of a series of reviews and notes
on the scenarios I ran for my Delta Green group.
I ran this scenario as a proper oneshot
with my 'second group', a bunch of my partner's former colleagues. We get
together for a day of RPGing a few times a year, playing different systems each
time; this time I wanted to introduce them to Delta Green.
My scenario is a mash-up of two shotgun scenarios called Case Exfield Cakewalk (Agent Obtuse, 2020) and
BESTOW (2016, Ross Payton), and the short
scenario Night Floors*. You can run each of these on their own
merits, but the beauty of these short scenarios is how easily you can mix them
together.
* Link above is to the PDF of an older, stand-alone version; for a mindbending update, check it out as the intro
chapter of the Impossible Landscapes campaign.
TEASER ON OPERATION MAP
My group has access to a Google Map with
all operations that are available to their Cell. This is the text for Case
Exfield Cakewalk / BESTOW:
Case Exfield Cakewalk / BESTOW
A simple heist to recover a lost DG
cache turned strange when Agent Firkin didn't report back. In you go on a
search, rescue and retrieval.
Tier 1 #Anomalous #Memetic
PLAYWRIGHT // STATIC PROTOCOL
Tier1 means this is available as an opening
scenario. #Anomalous refers to general unnatural phenomena; #Memetic indicates
mind- or memory-altering effects. PLAYWRIGHT is my codeword for possible King
in Yellow involvement, and STATIC PROTOCOL is what gets invoked on your ass if
Delta Green suspects you of being infected with the madness of that notorious
theatre play.
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Very basic Dwarven Forge build of the rooms in BESTOW; each has six exits (north-east-south-west and up-down) and connects to 6 of the 8 rooms in the hypercube. By flying in little props I could quickly reskin the room.
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BACKGROUND ON COBBLED-TOGETHER SCENARIO
This frankenstein mash-up of scenarios
lures in characters with the pretext of burgling an art
gallery, then dumps them into a hyperdimensional maze. The agents then find
out this place is tainted with (and tainting them with!) a strange and
infectious story where all the world is a stage.
My rationale was that the opening of the
BESTOW hypercube into the Exfield art gallery was caused by the King in Yellow
entity trying to get a foothold in our reality. The BESTOW scenario has agents get a
text with the hint to the route they have to walk; I ruled this was delivered
through the influence of the KiY. If they walk the hypercube in the B-E-S-T-O-W
direction, they end up in Carcosa and get infected with the Yellow Sign; if they
return W-O-T-S-E-B, they take that infection back to their own world.
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Alternate build for the BESTOW room. Visually more interesting than the previous one, but too medieval for my taste.
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COMPONENT SCENARIOS
Case Exfield Cakewalk is a standalone
scenario for Delta Green's British estranged cousins at PISCES. You hear about
a lost cache of your organisation's documents from the WWII era and need to
break into an art gallery to recover them, tangling with a bunch of burglars on
the way.
I liked the concept well enough, but the
haunted house-nature felt a bit too much like a repeat of an earlier game I
played with this group. So I just used the hook of needing to burglar an art
gallery, transplanted the place from the UK to Virginia as a colonial-style
plantation mansion, gutted the building and stuffed in...
BESTOW is the first time I've ever seen a working,
playable hypercube scenario in a tabletop RPG. Hypercubes are one of those
tropes for weird puzzle dungeons; Ross Payton's version is a cut above the
rest, easy to wrap your head around and easy to run at the table, so you can
follow and narrate your group's path through an extradimensional maze. What BESTOW
does not have space for (due to the 1500-word limit in the Shotgun Scenario contest) is a solid
lead-in and conclusion, but those we can steal from other works.
Night Floors is an older scenario that was
reworked as the opening chapter of Dennis Detwiller's haunting Impossible
Landscapes campaign. A real tour the force of alienation and helplessness, it's
both a fresh, modern take and a faithful dedication to the King in Yellow part
of the Mythos. It's also far too bleak for me to inflict on my players. But I
can lift enough of the art-themed fin-de-siècle scenery to dress up the romp
through BESTOW.
REASONS FOR INCLUDING
The King in Yellow is an 'infectious
thought pattern' threat, so hard to get right at the table and have your
players feel like something is worming itself into their thoughts. I'd been
shuffling BESTOW and Night Floors around on my operations map, not quite
feeling them solo, when it clicked that I could just combine them and have the
excitement of exploring the weird hypercube be the actual way the infection
manages to grab you.
On a side note, I love memetic themes.
My favorite SCP stories, the ones that give me actual nightmares, are the ones
about the Antimemetics division, dealing with the loss of memory and self. Like
so:
HIGH POINTS
The puzzle part of BESTOW —how do
these rooms link together and how do we use the hints we're given to complete
the path to the exit— was a great fit for the two escape room fans in this group. They
immediately latched on to that aspect, dooming themselves by finding the way to
Carcosa.
Slowly ramping up the puppetry motif (from Night Floors / Impossible Landscapes) was a
great way to show that the world the characters were in wasn't real; that
something else was taking control of their lives. NPCs who turned out to be
life-sized puppets, finding theatre dialog for the exact discussions PCs had
had with NPCs, and masks of the (N)PCs faces. It caused one character to take
their seat in the vast audience of the King in Yellow production, as another
snuck backstage to try and take out the yellow-hoodied Director...then put on
that same hoodie and take their place behind the vast marionette control panel
that is the world. I wouldn't run such an epic ending in an ongoing campaign,
but in a oneshot you can go big!
WEAK POINTS
Not a weak point as much as something to be
aware of: the predestination theme, where whatever your agent does, they'll end
up getting absorbed in the King in Yellow, means you need the right players in
the right mood for the scenario to really be enjoyable. Don't force this on a combat bunny who hates the loss of
control; pick the theatre kid in your group, dangle a few of the milder events
in front of them and then offer a way to get 'back-stage' and 'see it all'.
They'll rush in while the rest of the cell beats a hasty retreat.
Or single out the spec op with the personal
arsenal. See the rest of the group sweat as their personal rambo starts
thinking they're in a play and nothing is real, see?
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Handout: a partial map of BESTOW to get the players on the right track. In-game this was made by a previous, increasingly disturbed victim of the labyrinth.
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WHAT I ADDED AND CHANGED
I mean,
this whole thing is a nightmare of mixed themes and scenarios. I added
the following:
- A handler
who was very clearly a previous character in our other DG group, who
had gotten himself killed in a firefight in session 2. Earned me a shocked
face from the player as the penny dropped that yes, her character was back -- how?! Stealing her
dead character was the first occurence of the loss-of-control theme in the
scenario, now that I think about it.
-
A Green
Box with a bunch of handy/weird equipment, including a ludicrously overkill antimatter bomb from at least 30 years into the future. The group ended up not taking
this one along. (I have no idea what it would have done against the hypergeometry of BESTOW or the memetical infection of the King in Yellow; that's what you find out by improvising in the moment.)
-
A partial
map of the BESTOW hypercube, made by the previous DG agent who'd been sucked in. This
helped the group understand the shape of the place, and it suckered them into
trying to complete the full picture.