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FROM THE GROUND UP PART 1 — THE HOOK

By popular demand, welcome you all to the very first instalment of our new series — "FROM THE GROUND UP PART 1 — THE HOOK." My objective with this series of articles is to give you, as honestly and thoroughly as possible, a real-time insight into constructing a Delta Green operation, from the raw germ of an idea, all the way through to a fully-realized, play-ready book.

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PREREQUISITES

The operation on the table is meant to be the climactic third and final piece in an interconnected series for the upcoming DELTA GREEN BOX SET. As such, it doesn't really come burdened with any absolute requirements or non-negotiable stipulations. The only expectation we have set for ourselves is a ballpark word count of around 6,000 words.

That said, I'm not particularly hung up on word limits... If the operation grows beyond that (and it often does), we'll make room for it — somewhere. To give you some context, the operation we crafted earlier, FROM THE DUST, clocked in at approximately 15,000 words.

A word of caution, potential players and inquisitive readers: SPOILERS ARE LIKELY TO ABOUND BELOW!

If you like playing in Delta Green operations more than running them, read no further.

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INITIAL CONCEPTS

My process always begins with a completely blank canvas. A few moments of pondering later, I find myself gravitating towards this:

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THE IDEA GELS

Combining these guiding elements, and throwing in a dash of contemplation, here's what I came up with:

In the aftermath of an operation that led to the discovery of some exotic artifacts, the Agents receive a summons for a debrief. They are transported via Blackhawk helicopter to a base operated by CORAL NOMAD — an old, decommissioned Cold War bunker, now repurposed to investigate and manage unnatural anomalies. Here, they get a first-hand look at the bunker, and witness the ongoing operations of both the Program and March Technologies.
However, their debriefing goes awry when an entity, trapped within one of the artifacts that the Agents have brought in, breaks free. It goes on a rampage through the bunker, devouring personnel and triggering the bunker's blast doors to seal shut. This creature depends on consumption for survival and will cease to exist without flesh. Moreover, it's not just non-human, but also extremely cunning. Now, the Agents, thrown out of their comfort zone and trapped inside the bunker, must find a way to either outwit or outlast this terrifying monster.
But even if they succeed in surviving and outlasting the creature, they face yet another hurdle — they must now convince the Program operatives stationed on the surface that the danger has passed and that they should be permitted to exit...

The hook is basically:

"What if when the Agents come in from the cold and see the impressive machinery of the Program, they let down their guard; and then they find out things are just as fucked as with the Conspiracy?"

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WHAT I HOPE TO CONVEY IN THE OPERATION

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THE NAME

Strangely enough, having a name for the operation often simplifies the entire creative process for me (I don't quite understand why).

I imagine this creature bursting forth from a stone artifact, previously believed to be inert. From its point of emergence, it begins to feed on personnel, growing in size and terror with each meal.

The artifact, as I see it, is a white stone shaped in the likeness of a strange face, not unlike an egg. AB OVO, as I recall, translates to "from the egg", so that seems to be the perfect fit. We'll call this operation AB OVO. For reasons I can't quite articulate, having a name brings a sense of clarity and focus to the elements, and it helps me better visualize the overall tone and direction of the operation.

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MEDIA REFERENCES

The following films carry certain elements that have inspired me, and I hope to incorporate some of their themes and narrative devices into our operation.

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THE WAY FORWARD

In the upcoming "FROM THE GROUND UP PART 2 — GETTING IT ON THE PAGE," we'll delve into the next phase of the process — research, notes, and creating a rough outline and introduction.

I welcome you to share your questions and thoughts below — I'll do my best to provide answers (although, keep in mind, some elements of this creative process are rather elusive and seem to...just happen...sometimes.) And let me know what you think!

FROM THE GROUND UP PART 1 — THE HOOK

Comments

That is an interesting point about the name. When I'm preparing for an adventure, case, or campaign for whatever game we are playing, the names are one of the pillars for me. I like to think that names are a strong storytelling tool because they also convey information and tell the story. Whenever I have STRONG names for my NPCs, places, or organizations, it works. That's how we've got some signature characters in our stories. Like for example, a recurring NPC from a couple of our DG campaigns — a cryptic government-affiliated man called Childers. Initially, it was just the name, and next, everything was improvised on top of it during the game. So the name was basically a foundation for one of my favourite characters.

Alexander Trifan

DD this looks sooo freaking DOPE! I love Last Things Last but have absolutely 0 imagination and have always had a hard time figuring out how to follow it up. This looks fucking amazing. Can't wait to see what you do with it.

J. Tuttle


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