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WHY DELTA GREEN WORKS

"I Want Resolution in my Delta Green Operation!"

I often see this comment, “I hate when my players don’t have definitive resolutions in their Delta Green games!” or “My players keep losing in Delta Green and I hate it! I want significant victories!”

Mostly, these kind of comments come from gamers who have arrived fresh from the shores of other TTRPGs where not only is the player character absurdly protected from death, but where each action is just one more step along a chain of “try, succeed and receive a reward”. These games are places where, for the most part, problems are resolved in the PC’s favour and they are patted on the head, made more powerful and well equipped than they were before, and sated with answers to every question they ever posit.

If you believe every Delta Green op should be resolvable (or even UNDERSTOOD) by Agents, you should reread the books. Most of the time, the Agents have no idea what they’re facing or whether they’ve truly defeated it or not. After all, in the end, Delta Green is a game about futility.

In other words, it's about what it means to be human.

Many people, it seems, read the Delta Green books, are drawn to the game, but fail to grasp that this futility is not a problem to correct. It’s the game’s CORE. Play as you like, of course, but without this essential ingredient of ambiguity and a lack of definitive “victory,” it’s something else, not Delta Green.

So, a post saying “here’s how I’d fix the op by giving it a definitive resolution” is just another way of saying, “here’s how I’d make this operation NOT Delta Green.”

Aha! You say. I’ll make my own version of Delta Green with my own agency where the Agents DO definitively win things! Congrats, you’ve just invented practically every supernatural/horror TV show, comic and book ever made. Mazel tov! Have fun!

But don’t look confused when your players find it boring.

Any game that is about endless metered success with no permanent repercussions like madness, death, dismemberment or greater horrors (like the dissolution of family) will eventually become boring. The joy of TTRPGs game is risk and reward and too many games have become nothing but reward. And GMs often veer further towards reward when they feel the game slipping, thinking that’s what their players want — and I’m here to tell you, that’s not what they want at all.

They want precisely the opposite.

How do I know? Well, I don’t really know. But Delta Green sells well, and sells more and more each year. So something about it works. I believe it's this opposition to the standard model that makes it works so well.

I believe it's because players want to feel real, significant risk. It's only this way that any victory — no matter how narrow — feels significant. They’ll say they want resolution, or answers or reason. But they don't, really. They want horror, fear, wonder and ambiguity that hints at something much, much bigger than their world.

If you want to understand why the game draws so many people, let’s look at the concept of human futility in cosmic horror, why it’s a feature, not a bug, and why that is such an attractive trait in horror gaming.


The Futility is the Point

When you're playing Delta Green, you're not just dealing with your garden-variety obstacles. This is cosmic horror, where — at best— you come face to face with the bleak truth that in the grand, uncaring universe, we're all about as significant as a speck of dust.

The whole bread and butter of Lovecraft is that not only are we NOT the center of the universe; we’re just a temporary blip, surrounded by ancient, incomprehensible entities that usually don't even register our existence, but still, they’ll wipe us out just the same. In Delta Green, this realization hits hard. You're an agent on the front line against the unnatural. But here's the kicker: no matter how many battles you win, no matter how many horrors you put down (or appear to put down), there's always this gnawing feeling at the back of your mind. Are we making a difference? Or are we just delaying the inevitable?

That's the beauty of cosmic horror in Delta Green. It's not about racking up wins or saving the day. It's about the fight against overwhelming odds when you know, deep down, that you're probably not going to turn the tide. This also means — most importantly — that when you DO manage to tip the scales, even to a tiny degree in your favour, the achievement is significant and tangible.

And don’t forget the suspense. Cosmic horror's a slow burn. It's not just about the unnatural lurking in the shadows; it's about the realization that there's so much out there that we don't know, and maybe, just maybe, we're better off not knowing. So, when you're sitting around the table, rolling dice and making tough calls, remember: in Delta Green, the real horror isn't the tentacled being chasing you. It's the understanding that, in the grand scheme of things, all your efforts, all your sacrifices, are likely wholly insignificant.

But hey, at least you're not going down without a fight. At the very least, that's what being a Delta Green agent is all about.


Fixing Cracks in a Failing Dam

What is a Delta Green Agent? They are people that choose (at least initially) to stand between the world and the forces of the unnatural. But the thing is, that fight is like trying to hold back the tide with a bucket. It's a life full of moral grey areas and the kind of choices that would give anyone nightmares. (By the end, of course, it’s a rare Delta Green Agent that has any choice in the matter: the agency has their hooks in them, and their secrets are too deep to withdraw.)

Let's talk about the odds. Ancient, otherworldly threats that don't play by the rules of our reality. Imagine trying to outsmart an entity that considers the most complicated human achievement as no more complex or significant than a child’s scrawl. That's what agents are up against. Not only can they not stop what they’re up against, they can’t even properly conceive of it. But it can easily understand everything about them in an instant, that is, if they ever deigns to.

Delta Green operates in secret for a reason. It's clandestine operations composed of backroom dealings, dead drops, and cover-ups. The truth? It's a commodity, when it exists at all. Agents are living double lives, keeping secrets from their families, their friends, and from each other.

It's a life of isolation.

But here's the real kicker: even if the Agents win, at best, they've bought some time…delayed the inevitable a tiny bit longer. They're not saving the world in one grand, heroic gesture. They're patching a dam that's constantly springing new leaks. Yet, the Agents keep fighting.

Why? Maybe it's a sense of duty, or they're just trying to protect what little normalcy they have left in their lives. Or perhaps it's the thrill of exposure to the unnatural. In any case, this kind of living is destructive to the human psyche. Whether or not the Agent is heavily exposed to the unnatural doesn’t matter. The lies are enough to rot most people’s morality, minds and relationships.

So next time you're playing Delta Green, remember what it means to be an Agent. It's not about gaining power, or glory or victories. It's about the fight against impossible odds, and the fleeting victories snatched from the jaws of an indifferent universe that will consume you (and indeed, eventually, all mankind). And that maybe, just maybe, those small victories are enough to make a difference, even if it's just for a moment.


Futility in Storytelling and Gameplay

Okay, so we've set the stage with cosmic horror and the near-impossible job of a Delta Green Agent. Now, let's talk about what this all means for the game you're playing. This isn't a TTRPG where you're destined to be the hero who saves the day…in Delta Green, it's about walking on a razor's edge, where every choice could be your last, and the 'wins’ — which are few and far between — don't always feel like wins.

In this game, storytelling is king, but you’re not telling a power fantasy, this is a different kind of story. It's about creating a narrative rich with tension, suspense, and a healthy dose of horror. As a player, you're not just rolling dice to see if you hit the creature; you're making decisions that weigh on your Agent’s mind. It's these moral quandaries that make Delta Green not just a horror game, but a psychological thriller.

And here's the thing about this world of cosmic horror: victory is not about defeating the big bad in some bog-standard showdown. It's about survival and doing what little you can to delay the inevitable doom coming to all man. The choices you make might not save the world, but they could save a life, uncover a hidden truth, or simply give you one more day of normalcy.

For Delta Green, that's a win.


Desperation is the Thing

In Delta Green, it’s best to think of operations as not just missions; but moral and existential crises. They push Agents to their limits, forcing them to confront the horrible realities of the unnatural and the secret truth of the world.

Take an operation where Agents are investigating a small town plagued by unexplainable events. They dig deep and uncover an ancient, cosmic entity influencing the town. The Agents fight to save the town, but even if they succeed, they're left with the knowledge that this entity was perhaps just one of many/or was merely put to sleep for 7 years, whereupon this will all start again/or the creature was fed some innocent by the Agents in exchange for its slumber. Their victory is a horrific drop in an ocean of horror, a momentary pause in an ongoing, eternal rot of existence.

Or consider an operation where Agents are tasked with retrieving an unnatural artifact of unimaginable power, but the artifact's existence challenges everything they know about reality. They're faced with the choice: use it, potentially causing catastrophic ripples through reality, or destroy it, losing a possible key to understanding the universe. It's a no-win situation that epitomizes futility and desperation. Even better, if they hide it, they may be tempted to go back to it later to resolve some greater, current horror.

Delta Green operations aren't (and shouldn’t be) about clear-cut victories. They're about making the best of a bad situation, about Agents grappling with their insignificance in a universe that will always be far beyond their understanding. And that's what makes Delta Green stand out.

It's a game about exploring the human condition and that condition — more often than not — is failure.


Gaining Depth and Resonance Through Futility

So, Delta Green isn't just a game about fighting unnatural horrors; it's a deep dive into heavy questions. What does it mean to be human in a universe that doesn't care? How do we find meaning in our actions when we know, in the grand scheme, they are pointless? These are the kinds of questions that Delta Green Agents grapple with every time they're out in the field.

The psychological impact of this can't be overstated. Imagine living in a world where everything you know about reality is just the tip of an unimaginable iceberg you can never, ever understand. Every revelation, every encounter with the unnatural, chips away at an Agent's sanity. It's not just about losing your mind to fear; it's about the existential dread that comes with the knowledge of how insignificant all our struggles are.

It’s this journey that’s important in Delta Green...the opposite of the standard TTRPG journey. Instead of gaining power, skills, or victories, you gain phobias, memories you can’t forget, and eventually, ruin.

But here's where it gets interesting. Even in the face of all this, Delta Green agents keep fighting. Why? Maybe it's a stubborn refusal to give in, a middle finger raised to the universe saying, "Yeah, I know I'm just a speck, but I'm gonna be the toughest speck I can be." That's humanity, isn't it? Finding a way to keep going, even when everything seems hopeless is the core of the human experience, and it is through this truth that your Delta Green games will gain depth and resonance.


Coping Mechanisms

Now, how do agents, and players for that matter, cope with this? Coping mechanisms are huge part of the lives of Delta Green Agents. Not all Delta Green Agents believe we are pointless. Hell, the Program even imagines they are in control.

Every Agent’s got their own way of dealing with the madness of the Delta Green world. Some might find solace in the camaraderie with their fellow agents, a sense of belonging in this fight against the darkness, some use religion, others drugs, or other things. Others might cling to the small victories, the moments where they save a life or uncover a truth, as proof that their actions matter.

And then there’s strength in defiance. There's something inherently admirable about standing up to forces greater than yourself, or even against forces that are greater than anything in reality and absolutely impossible to defeat. That defiance and refusal to give in to despair is a powerful thing. It's what keeps Agents going and what gives them the strength to face the horrors that lurk in the shadows.

In the end, Delta Green isn't just about the futility of our efforts in the face of an uncaring universe. It's about finding whatever tiny spark of hope you can in the darkness, and the strength we find in each other and in our own resilience.

For as long as that lasts, of course.


The Heart of Delta Green

So, we've traveled through the existential minefield that is Delta Green, confronting otherworldly horrors, grappling with the unbearable weight of secrets, and facing the spectre of its futility. Now, it's time to make sense of what it means in the grand, chaotic dance of cosmic horror.

The theme of futility is more than a backdrop; it's the heartbeat of the game. It's what gives the gameplay its edge. It's not about the creatures, the unnatural or the operations. It's about the human experience from those things — the struggle to find meaning and purpose in a universe that's vast, mysterious, and totally indifferent to our existence.

Delta Green is in the bravery, sacrifice, and the bonds forged in the darkest moments; even though it always ends in ruin. It's about facing the abyss, not with the hope of defeating it, but with the resolve to confront it, to make a stand, to try to hold it back one more moment, no matter how small or fleeting that moment may be.

So, in the end, Delta Green is about the beauty of the human spirit in the face of a darkness so complete it may as well be absolute. It's a game that dares you to look into the void, not to find definitive answers, but to find your Agent’s own version of hope amidst the cosmic horror. This is why the game does so well.

It is the same as our world, it is the same as the human experience we all feel when we can no longer pretend the universe is an ordered, well thought out place where things work out.

Welcome to Delta Green, where darkness is the point, and the eventual embrace of that darkness is always inevitable.

Let the game begin.

WHY DELTA GREEN WORKS

Comments

"Rage against the dying of the light"

Beelzebjörn

Sounds like we are talking past each other. The people complaining are ALMOST ALWAYS talking about a victorious conclusion, or some version of “solving” the Great old ones. Cheers

Dennis Detwiller

For what its worth, I think most Delta Green scenarios do have satisfying conclusions. It's just that satisfaction isn't necessarily a "victory." Crushing defeat, at least to me, can be as satisfying as victory. Maybe we're just talking past each other though... as I said, I agree with the entire post and everything you've said about why Delta Green works, I just wasn't totally sure if the people adding more climactic conclusions to some Delta Green scenarios actually disagree either. I think what you're saying is totally compatible with something akin to a traditional mystery narrative structure.

Andres Diaz-Kirk

There really is no critique necessary (I mean, people should feel free to critique but that’s not really something we care about); this is what Delta Green is and has always been. It will continue to be so. It is popular in a field filled with similar games and themes because of this. In a world filled with thousands of TTRPGs, why play it if you’re a person who has deep reservations about it? Seems deeply silly to me. (Note, not YOU per se, but the theoretical player or handler.) Cheers

Dennis Detwiller

I think I agree with the overall thrust of what you're saying, but I'm not sure if it addresses the more pedestrian concerns people have with just the narrative structure of scenarios in general. We're used to stories that have a beginning, middle, and end. And it's fine if that end is depressing or if all is lost, as long as it feels like, well, a climax. The narrative structure most people use for Delta Green, in my experience, is the police procedural. Every scenario is its own self-contained mystery, and the expectations we have for police procedurals are that we will, at least, find *some* answers. That the episode will have a resolution of *some* kind. Maybe not a happy ending, maybe not true understanding, but some kind of catharsis. It's odd, because I don't really disagree with anything you've said, I just don't know if it really applies to the critiques people sometimes make in regards to resolutions to scenarios. A resolution where everyone dies is more interesting than a resolution where no one dies, and you just shrug your shoulders and leave with nothing accomplished.

Andres Diaz-Kirk

I'm running toned down adventures with my teenage son & daughter. My daughter loves detective TV shows and reading mysteries. She embraced the game theme easily.

Matt morocco

That can work too, but not too much. I try to focus on the human aspect a lot. Nothing exists in a void, after-all. The world is awash in commentary: Taylor Swift, the invasion of Ukraine, your wife's annoying co-workers. The more you ground them the more real and relatable everything becomes when the wheels come off.

Dennis Detwiller

Thanks. I’ve touched on this area before but fell away. Will try and will also return to an idea I played with before, which is to make successor characters bond-intimates of the preceding character.

Bill Mooney

Whenever I encounter the problem of players feeling indifferent to their player characters, I get personal. You're a Delta Green agent, sure, but you still have to take Timmy to the 4H soccer game/pick up milk for the wife/pay the mortgage. I get them involved in personal issues outside of Delta Green during their downtime montages. I must note that this almost always works, if you dangle the right hook. Tailor the relationship to the player and they grab right on (and even chase down resolutions!) Then, dying in the abandoned mine when the crawler from the void arrives is much, much more bleak — after all, who's going to care for Claire and Timmy?

Dennis Detwiller

Curious as to an almost opposite problem- I run several games that are on a monthlyish cycle, all with different people. Players like DG and the high stakes but they’ve become relatively indifferent to their characters dying. I’m not going to protect their characters and the relatively long gaps btw sessions also contribute, but would love suggestions. Unrelated tangent- DG has turned out to be an exceptional gateway into TTRPG for women- most of whom haven’t played DnD but get “you’re an FBI agent and something very fucked up has just happened. Try to figure it out and try not to die.” Much easier for them as no need for orcs and elves or 1920s top hats.

Bill Mooney

Delta Green: The Complex (https://www.drivethrurpg.com/product/270434/Delta-Green-The-Complex) Has a ton of information on a ton of agencies, how they interact (and most importantly, what they THINK of one another). It was assembled by a career employee of the US government, and has a lot of insight into the weird relationships the groups have. I'd recommend starting there.

Dennis Detwiller

Excellent. And a question I've been meaning to ask, perhaps for a future installment: As someone not super-familiar with military/government/bureaucratic jargon and organization, my games lack that patina of "There is a real and factual set of laws that applies to you while you're trying to save the world, and you're gonna have to break all of them." I'm good with the scene setting of "Here's the small town details, you feel like you're here." I'm good with the "Here's the otherworldly threat, you feel isolated and confused." But how do I get better at "Here's the agencies you need to interact with, and the names of projects you'd need to know?"

Ferrett Steinmetz

This is why I love Delta Green; I've recognized this for years: it's not a game about escaping reality, it's a game that affords you the opportunity to learn how to cope with the utter futility of reality. Glancy and I were talking about "The Final Report of Henry Barrow" and came to a conclusion that DG fights so that humans will have time to kill ourselves (climate change, nuclear war, et al) before being scrubbed away like a dust speck on the cosmic shelf. Preach!

Aaron Vanek

It pretty much says all this in the Handler’s Guide already.

Dennis Detwiller

Great post,like Nikita said, should be included in the Handlers Guide or Need To Know.

baldrage

"But heroes often fail..." Gordon Lightfoot, Canadian songwriter and composer of actor John Holmes' favorite song, is the patron saint, if not Holy Spirit, of Delta Green. But seriously, I feel some DG players confuse the gear lists and high speed MOS's as an invitation to perform Tom Clancy Jack Ryan/Bauer technothriller heroism against the unnatural. Where in reality all those high dollar rifle barrels and optics and special warfare school pipelines and, ahem, ballistic shields, or the ability to call in a JDAM strike, those are props in a script demonstrating just how brittle and fragile a human being actually is against not just cosmic horror but the more mundane forms of human violence. Safety and security are illusions most often predicated on ugly truths. Societal myths and the individual sheepdog's "warrior mindset" perpetuate those illusions on different scales. But actual police and soldiers often become hyperfocused on their tools and tool-mastery at the expense of really understanding the problems they've been ill-equipped to address, so I guess I can't fault those players, maybe I should even give them credit for their realistic role playing.

Midnight Platypus

This is beautiful. This is the kind of post, that should be open, and probably even included as a preamble to the 'Need to Know'. I remember my own struggle, when we just started playing Delta Green, nearly 4 years ago, and how alien-looking for my players was the concept that DG is not about 'character development' (in the TTRPG sense), but rather about 'character degradation'. It was very hard for them to grasp this at the beginning. However, couple of operas after, they were completely drown inside the maelstrom of existential choices, and currently the DG sessions are the most awaited for in our group. And as a Handler, I could assure my fellow Handlers out there, that despite it is sometimes fearful to strip players of their power to affect things and to understand things, it's nearly always brings out good out of them in the end. Their character arcs transmute and develop (in a narrative design sense of 'character development'), they - as players - face new challenges for their roleplay skills, they rave in the questions that they faced and answers they - and their characters - could give. And it drives every one of them, however different they are:)

Nikita Kuznetsov

They should really just go play Monster Of The Week instead of complaining. Lol

Thomas Cunningham

This is one of your greatest posts, ever. I'm really picking up on the parallels with some of my favourite philosophers. Like Nietzsche and Camus. It's all about the search for hope and meaning in a terrifyingly indifferent universe.

Thomas Cunningham

Don’t really do Reddit anymore, but it’s not surprising. It’s always the same “complaint”. It’s like complaining about fire by saying “it’s hot!”

Dennis Detwiller

Definitely seen a few Reddit posts lately that this analysis can apply to!

Neil Spurr


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