Delta Green

Delta Green TTRPG · Delta Green: The Role-Playing Game

Delta Green

Delta Green puts you in the shoes of investigators who know too much. Modern cities, quiet suburbs, and hostile backroads hide impossible truths. Cases start like a police procedural, then twist into creeping dread. The mood is tense, grounded, and tragic. People love it for the mix of clue-hunting, human drama, and cosmic horror that does not flinch. It is a great fit if you enjoy thrillers and the uncanny, or want to try Cosmic Horror with a clear mission in front of you.

With a professional Game Master, a session feels like a sharp investigation under pressure. You question witnesses, sift through evidence, and decide how far to push. Choices have weight. Violence is swift and costly. Tone and intensity are tailored to your group, and safety tools are standard. Good for beginners who prefer story first, and for veterans who want grit. Perfect for 2 to 5 adults, in one-shots for tense nights or linked operations for a slow-burn campaign.

How to play Delta Green

You roll percentile dice, which are two ten-sided dice that represent a number from 1 to 100. When attempting something risky, you aim to roll equal to or under your skill level. Describe your actions, ask questions, and follow the clues. The Game Master will only call for a roll when the outcome is uncertain. In combat, decisions are swift and brutal. When faced with the impossible, you test your sanity to keep moving forward.

You should come with a clear character concept, a few personal Bonds, and a readiness to investigate. A professional Game Master provides the mission brief, engaging NPCs, maps, handouts, and careful pacing. They adjust the mystery and horror to suit your comfort level, ranging from tense to terrifying. If tone is important to you, check GM playstyles and request a focus on investigative, gritty, or psychological elements.

One-shots unfold a single operation in one session. Pre-generated agents are common, and the story has a distinct beginning and end. Campaigns connect multiple operations with downtime, home scenes, and significant fallout. You observe stress and secrets accumulate over time, and minor choices can have major repercussions. The rules remain centred on investigation, consequence, and survival in both formats.

Overhead view of players moving miniatures across a blue fantasy battle map during a tabletop RPG session.
Overhead view of players moving miniatures across a blue fantasy battle map during a tabletop RPG session.

Common questions

Do I need to know the rules before we start playing?

No prior knowledge of the rules is necessary. The system is simple: you roll two ten-sided dice to generate a percentage. If your roll is below your skill level, you succeed. The Game Master will explain the rules as they arise and keep the game flowing. Your focus will be on choices, clues, and consequences, rather than calculations. If you are already familiar with Delta Green, the GM can incorporate any optional tweaks you prefer. Either way, you'll be playing confidently within minutes.

How frightening is it, and how do you manage safety?

Delta Green is intense, adult horror. Themes may include violence, gore, and psychological stress. Before play, your GM will establish lines and veils with you, and use safety tools like pauses and check-ins during the game. You decide how far to turn the dial, from moody thriller to harsh horror. Consequences matter, but player comfort is paramount. To align tone and content with your preferences, explore GM styles here: GM playstyles.

What group size and session length are most effective?

It shines with 2 to 5 players. Fewer agents create a more surgical and tense atmosphere. Larger teams bring in more skills and crossfire, but also attract more attention. A typical operation lasts 3 to 4 hours. One-shots usually fit into a single session. Campaign play maintains the same session length, with occasional debriefs or home scenes as time permits. Your Game Master adjusts the pacing and clue density to ensure everyone gets their moment in the spotlight.

How does Delta Green differ from D&D?

It is modern, grounded, and investigation-led. No classes or levels. You create an agent with skills, a job, and personal connections. Combat is quick, lethal, and typically the last resort. Supernatural elements are rare, unknowable, and perilous to utilise. Sanity and Bonds track the personal cost of the work. Compared to D&D’s heroic fantasy and dungeon crawls, Delta Green is more akin to crime drama mixed with cosmic horror and covert operations.

Which edition and ruleset do you use?

Sessions use Delta Green, The Role-Playing Game from 2016. Players follow the rules in the Agent’s Handbook. The GM operates from the Handler’s Guide. Core mechanics include percentile skills, Lethality for certain firearms, and Stress and Sanity with Bonds. If you have preferences, the GM can incorporate or omit optional tweaks to suit your group. Both published scenarios and original cases are available to meet your objectives and time constraints.

Should we create our own agents or use pregenerated ones?

Both options are viable. For a one-shot, pre-generated agents allow you to jump into the case quickly and come with built-in hooks. For longer campaigns, creating your own agent helps you engage with Bonds and background. Group creation takes around 30 to 45 minutes, using profession templates such as law enforcement, science, military, or academia. You select stats, assign skills, and define Bonds. If you bring an existing agent, the GM can adjust them to fit this ruleset.

Can we play online, and what equipment do we need?

Yes. Delta Green works exceptionally well online as evidence, maps, photos, and audio clues are easily shared. You just need a computer, a microphone, and a stable internet connection. The GM will confirm whether to use a virtual tabletop or video chat and will provide digital handouts and a dice roller. In person, two ten-sided dice will suffice. If you want to explore online options, check out online play platforms.

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Genres you can play in Delta Green

  • Mystery

    Follow the clues, construct timelines, and apprehend the culprit. Think Knives Out, but you are the detective, assembling alibis and…

    View genre: Mystery
  • Gritty

    Difficult decisions, limited resources, and lasting consequences. Imagine Game of Thrones, where trust is tenuous, debts must be repaid…

    View genre: Gritty
  • Espionage

    Tradecraft, dead drops, double agents, and high-stakes decisions under pressure. Imagine Mission: Impossible at the table, where every…

    View genre: Espionage
  • Occult

    Candlelit rituals, cryptic symbols, and whispered conspiracies. Imagine The X-Files as you pursue clues through secret lodges and concealed…

    View genre: Occult
  • Conspiracy

    Unravel layers of deception as you follow leads through dimly lit rooms, encrypted files, and betrayals. Paranoia escalates with each clue…

    View genre: Conspiracy

What players think

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were in stitches laughing :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but see it as honest criticism. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed from our less experienced players while also keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thanks!

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a gift for my boyfriend, who is very keen on it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game quite straightforward and enjoyable.

    Marina

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