The Delta Green Archives

With UFOs high in the zeitgeist in 1992, and shortly before The X-Files made the subject matter a full-blown pop culture phenomenon, Pagan Publishing’s Call of Cthulhu fanzine The Unspeakable Oath published a little adventure called Convergence, which introduced the concept of Delta Green – a top-secret, unsanctioned, off-the-books conspiracy within the US government to investigate and contain the threat of the Cthulhu Mythos.

In years to come, Convergence would begat a whole swathe of supplements. The original run of Delta Green material would provide an exciting model for modern-day Call of Cthulhu play. In more recent years, Arc Dream Publishing – consisting of many former Pagan personnel and generally speaking the inheritors of their illustrious mantle – has turned Delta Green into its own standalone RPG, though not with a system so radically divergent from 5E/6E Call of Cthulhu as to render the original supplements useless. In essence, the Delta Green RPG is a fork of Call of Cthulhu, with adaptations and changes made to better reflect the style of the Delta Green setting – substituting out the Call of Cthulhu sanity system for an adapted version of the Unknown Armies one being the most significant system deviation.

Sooner or later I’ll be doing Kickstopper articles covering the new Delta Green RPG, since the product line has been underwritten by crowdfunding efforts, but until then (and to avoid those articles getting even more absurdly big than they are already), here’s some reviews of the original run of supplements.

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Golden Gaslight

Though Call of Cthulhu has been adapted to an impressive range of time periods, three tend to get the most attention, not least because they were offered as alternate options in the core 5th edition and 6th edition rulebooks. The 1920s was the default setting of the game for early editions, and is still the time period most commonly associated with it. Modern day material for the game is also plentiful, not least because the present day is (hopefully) a familiar place to all participants in the game.

The poor cousin of the three major time periods is the 1890s setting; in fact, it’s no longer offered as a core setting in 7th Edition, though conversion notes are provided in the Cthulhu Through the Ages supplement. I suspect that this is because the 1890s setting is different enough from the 1920s era to require a bit more in the way of support material and research to make the distinction clear. For this review I’m going to look at two supplements offered in the past to provide more meat for the bones of the 1890s in Call of Cthulhu, one official release from Chaosium and one third party release from Pagan Publishing.

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