Saturday, November 19, 2022

ANGUISHEDWIRES: Music Post

Conflicting schedules seem posed to draw the ANGUISHEDWIRES game to a premature end. However, on a more positive note I found some music to fill out the areas mellon left out in his original post.

The Antlings didn't have an ambient-combat divide for their music. I thought Taitoki's track felt pretty "fighty," so I went looking for something more laid back. I felt Clovis' Soft Infinity for LISA: The Pointless was a good track for moving around in a giant ant hive.

Pegora the Ogre mage didn't have any music at all, which was a shame. I'd given him an exaggerated deep voice and a larger-than-life personality (like a lot of mellon's NPCs) that fit Grim Fandango's Swanky Maximino for reasons I annoyingly can't put into words. In the off chance that someone decides to pick a fight with him, there's Tom Wait's Knife Chase. It's an intense track and it always made me feel like something big and heavy was shlepping after you. They also both have brass instruments. If there are two themes for one person, place, or idea, I like them to be similar to each other.

Sunday, November 6, 2022

ANGUISHEDWIRES session three

After a long hiatus, it's time to run ANGUISHEDWIRES again! Or rather it was, since I ran it last night. The usual crew couldn't make it, so it was up to Litho resuming his role as Octavia, and a new join, Goliath, who dropped in with Zo, a man almost religiously devoted to martial prowess.

I'd finally written up enough of an equipment list to start using it, so it was time to shop. Between sessions, Octavia had recruited a cadre of eleven hirelings, for a mere 56 SP per day. Four men-at-arms, two crossbowmen, three porters, and two thieves, all of them 2nd level. At thirteen strong, the party crossed the river and marched into the dungeon.

Saturday, October 1, 2022

Ghouls – A Dipterous Reflavoring

art by Tayna Rezunenko
 
“Ghouls are usually described as doglike or canine in appearance, a description that has as much to do with their pack behavior and habit of digging as it does their specific skull shape.
… 
To change up ghoul imagery, try other graveyard scavengers. Ghouls in your campaign might also resemble or at least evoke:
… 
Flies (bristles on arms, segmented eyes, green-blue sheen on flesh)”
 
 — Kenneth Hite et al., “Hideous Creatures – A Bestiary of the Cthulhu Mythos”

I decided to take Mr. Hite’s advice to heart, and write a retheme for one of my favorite monsters in Delta Green. The book lists several other aesthetic options, but I had the most ideas for flies and they were the most different from your 'stereotypical ghoul.' I also took the opportunity to elaborate on and rewrite some existing mechanics I felt were too vague or just didn’t like.

Tuesday, September 6, 2022

ANGUISHEDWIRES session two

 

 
 
After restocking in Brazenkragg, the party headed back to the dungeon to plunder more of its riches. They stopped to chat with the lumberjacks in the lumber camp, and discovered that the charcoal burners had been acting strangely lately. They were all secretive and "their faces were stained with guilt." The party shrugged and headed off into the forest to find the dungeon entrance. But tarrying in the camp had given a group of bandits their chance to sneak up on them. After a few rounds of combat, they fled. K'rizzt struck down one with a single stroke while Márta weaved between the arrows their leader tried to rain down on her. OSE's random treasure table for bandits yielded nothing on the bandit's corpse, so they continued.

Friday, September 2, 2022

SWORDTEMBER

According to some of my art friends, it's SWORDTEMBER 2022, which apparently means that you draw a sword each day of the month with a theme for each day. I'm no artiste, but I still enjoy drawing stuff and think I'm at least okay at it, so I figured I'd join in. You can also sculpt or 3D-model sword media, but that is far outside my artistic capabilities. Also, to justify the D&D-themed name of this blog despite the overwhelming majority of my posts being about Delta Green, I figured I'd stat the swords up.

 

Tuesday, August 30, 2022

The Resistance Table

In Call of Cthulhu, there was a mechanic called the Resistance Roll, to be used when two characteristics were pitted against each other. It could represent shoving someone out of the way, STR vs SIZ, or an Investigator dying from poison, CON vs POT (the potency of the poison). A simple but clunky formula gave you the chance of success given the characteristics, but there was also a table that had the math already done for you for characteristics from 1 to 31 against characteristics also 1 through 31. The seventh edition of CoC did away with this mechanic, as did Delta Green, which replaced it with the opposed roll. So why do we care about this defunct mechanic? Lots of folks like to use CoC content in their DG games (including old DG content published for CoC) and the Resistance Roll is a tricky mechanic to convert. This post seeks to compare it to DG's opposed rolls and offer some conversion advice.

Monday, August 22, 2022

ANGUISHEDWIRES session one

Two years ago, I played in a dungeon crawl. It was pretty fun, despite us basically dying horribly every session. I asked my friend mellonbread for the dungeon's music tracks, printed off the floor maps, and hopped into the discord call. Our three musketeers were:

Márta Benedek, a devout Muslim from the ever-swelling ranks of the Benedek family (a female dominated clan who turns its daughters loose on the world as adventurers).

Octavia, an educated woman, both an alchemist and an arcanist.

K'rizzt Tri'Orgen, a "connoisseur" of dark elf culture so obsessed that he'd dyed and painted his skin to look just like them.

Friday, April 29, 2022

Guest Post: Making Special Operators Special

The Problem
For right or wrong the special operator profession in the Agent's Handbook has got rather a bad reputation. Put simply, when players show up with an operator there is a fear that they are nothing more than a disruptive murder machine. In my experience this fear is far from ungrounded and sadly quite a few special operators really are just one trick ponies. My suspicion is that much of this comes from the players' lack of knowledge about special operations and a misguided belief that they aren't allowed to make their characters anything more than gunmen while staying realistic.

The Solution
While often relegated to the role of action heroes or the cavalry that rushes in to save the main characters, America's special operations community do a lot more than just shoot people. In fact, after twenty years of unprecedented expansion, the range of missions that fall under 'special operations' is truly massive, as are the capabilities of the units tasked with them. This post will offer a few examples of how the reality of special operators can make your characters and your game more interesting.

Thursday, April 28, 2022

A History of SWORDS (and how to fix them)

Chainmail, OD&D, and Magic Swords

One of the classic tropes of D&D, for good or ill, is the magic sword. A sword that is just magically better at doing its job of hurting and killing people. Maybe it has a few other properties like glowing blue in the presence of orcs or evaluating the "alignment" of the person holding it. But at the most basic level, it's a +1 sword. When you make an attack roll, you add an extra +1 to the D20 on top of whatever you would add from your class or ability scores, and you add an extra +1 to your damage roll. However, in OD&D, the latter was not the case and magic weapons only improved your chance to hit.

Unsurprisingly, this is not incredibly impactful. You're increasing your chance to hit by 5% and your damage by about 20%. However, players mostly care about their hit-chance as that's what they get immediate feedback on. Additionally, the damage boost is not as impressive as it might seem once you realize its goal, reducing the enemy's HP to zero. Against an enemy with 1 hit-die (HP rolled randomly), the chance for a single sword-stroke to slay them only increases by ~10% when you add +1 to your damage roll. This conflicts with the supposed idea of magic swords as presented by both Chainmail and OD&D. Each one was supposed to be a rare thing with its own personality and name. That's a level of importance that doesn't seem fitting of such a slight increase in fighting ability. However, this makes more sense when you realize that OD&D was initially supposed to use Chainmail's combat resolution system.

Wednesday, April 13, 2022

Guest Post - The Green Mafia

In just about every power structure one of the surest ways to get ahead is to have friends who are already ahead. An Ivy League education isn’t just valuable for its curriculum after all, it allows for networking with people who will almost certainly end up in positions of power. Similar patterns can be seen within specific organizations. In the British Army, The Rifles were represented among the highest ranked generals almost nine times as much as they were in the wider army, leading to their nickname — The Black Mafia. In the Russian Army a similar phenomenon, this time with the VDV, is commonly referred to as the Air Assault Mafia.

These are more often than not simply cases where implicit bias and favoritism enables a concentration of power, but Delta Green — both the Program and Outlaws — is a conspiracy made up of long term careerists and deeply driven to accrue power. So, why not a Green Mafia?
 

Saturday, March 19, 2022

Guest Post - Playing the Man Behind the Man

Spying, operating, burgling or any other ‘kinetic activity’ is usually thought of by players and the general public in a vacuum. Nine times out of ten when Bond or Bourne are doing their action movie thing they are doing it on their own. This makes for great cinema, but poor gameplay in a TTRPG. Luckily, the real world is not so unilateral, analysts put together targeting packages on just about every objective that a ‘doer’ will try to achieve before they ever get into action and this can offer a Delta Green party some ideas on how to include the whole party.

This post uses the example of espionage to detail one way of how to include support characters in a social scene, but the same principle could be applied to just about anything. an analyst who has looked over a cult compound and determined the best approach could give a special operator a bonus to stealth during the raid, just as a psychiatrist might give a case officer a bonus in a social scene. This is not a be all, end all solution to making support characters on par with action men but simply aims to give them another tool.

Monday, March 14, 2022

The Glaakeen, an Old Threat for Delta Green

untitled 'doodle' by Asta Daily
In the Handler's Guide, in Glaaki's part of the Great Old Ones chapter, we learn about the Glaakeen (or Servants of Glaaki as they're called in CoC). Most of them hang around Glaaki and presumably do his bidding, but they also show up in Glaaki cults, most famously under the leadership of the Fate's Belial/Robert Hubert in Holy War in Eyes Only. In fan content, they're well suited for the dual role of 'muscle' and 'ascended elders,' a bit like how Deep Ones act in some Cthulhu cults. We're given 'stats' for them in one of Glaaki's abilities in the Handler's Guide, but it is incomplete if you want to actually use them.

Wednesday, March 9, 2022

Simplifying B/X's Saving Throw Matrices

I like the old saving throws. To no one's surprise, my favorite incarnation of them lies within the pages of Moldvay's B/X. However, they're not perfect. They rely on a series of tables that aren't the easiest to reference quickly. It's not uncommon for one's eyes to slip and read off the wrong number. This is more of an issue for the Dungeon Master than the player, but it's not the primary problem: the saving throw progressions aren't smooth.

"But Top Hat," I hear you say, "why does that even matter?" I will admit, it's a bit of an obsessive mathematical yearning but it's in contrast to almost all of the rest of the game's mechanics. HP progression is smooth, each level, you get more HP. Spells and spell slots are smooth, barring a few levels where you get multiple at once, you get a new spell slot each level. THAC0...okay THAC0 isn't quite as smooth but it's still smoother than saving throws. Thief skills go up by 1% or 5% each level. A cleric gets incrementally better at turning each level. In contrast to that, saving throws do nothing for three (or five if you're unlucky enough to be a Magic-User) and then improve by several points all at once. And the rate of advancement doesn't even hold constant. It's a mess!

Tuesday, March 1, 2022

Guest Post - Locked Doors and Investigative RPGs

If you play Delta Green, or any other investigative RPG, for any length of time you will inevitably run into a ‘locked door’ — an obstacle in the path of the investigation that seems insurmountable, at least with the skills you personally have. However, if you apply some critical thinking and creativity to the problem there are often quite a few ways through that locked door well within your grasp. This blog post offers some examples for getting through a literal locked door and hopefully will inspire Agents and Handlers alike to think more creatively about solutions.

This list is hardly complete and in several circumstances different skills could very validly be used for the same purpose. It is not meant to be a definitive list of ways to get past a lock or a guide to breaking and entering. It is merely meant to serve as inspiration.


Guest Posts!

Some friends of mine are going to be writing some posts for this blog. They didn't feel like making a blog of their own and I'm happy to host their ideas that would otherwise go unseen. So hopefully you can expect a slight uptick in posts in the future.

Saturday, February 12, 2022

An Analysis of SAN Loss in Delta Green

When Agents (and theoretically NPCs) encounter unnatural beings, they usually have to make a SAN test and risk losing some SAN. Most SAN losses in Delta Green follow a rule of thumb set out in the Agent's Handbook's Sanity chapter.

If the cost of failing a SAN test is 1D6 or less, the cost of success is usually zero. If the cost of failure is 1D8 or 1D10, the cost of success is usually 1. Some unnatural events and encounters are even more catastrophic (AH, 66).

You can map out the progression of SAN loss like so: 0, 0/1, 0/1D4, 0/1D6, 1/1D8, 1/1D10, 1D4/1D12, 1D6/1D20, and 1D10/1D100. We don't find 1D10/1D100 until we open the Handler's guide, and 1D4/1D12 is purely a theoretical SAN loss that fits very nicely between 1/1D10 and 1D6/1D20 but I've never seen it in any published Delta Green material. EDIT: as of Fall 2021, we actually now have an official 1D4/1D12 SAN loss in ARCHINT.

Some listed SAN losses deviate from this progression. Most of these anomalies are unnatural, but first I'll cover the mundane anomalies found in the Agent's Handbook.