Consciousness Videos

Bud's RPG review – A Night at the Opera – Observer Effect for Delta Green:



Bud’s RPG review

https://www.patreon.com/budsrpgreview

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8 thoughts on “Bud's RPG review – A Night at the Opera – Observer Effect for Delta Green:
  1. It's worth making a slight correction here – part of the map DOES have a scale (the bottom bit) but the top bit doesn't. I never noticed initially as the scale is done in a draughtsman kind of way (along the walls rather than a seperate measure).

  2. Hi Bud,

    A few members of my group will be moving in a few months time so we may only have 10 sessions left. Would we be able to start and finish this book in 10 sessions or should I not risk it?

  3. Im new to rpgs and im looking into delta green as my small groups main game my question is can COC modules work for delta green with a bit of tweaking

  4. Very comprehensive! Thank you for taking the time. I've only run Reverberations so far, and have now been sidetracked by Future/Perfect. But very much looking forward to running the rest of the book. The Delta Green books are certainly among my very favourite games – elegant, clean ruleset, beautiful books, excellent adventures. Truly a top product. I wholeheartedly support your final conclusion!

  5. Timed adventures are always a tough sell, even for a game and setting built around investigation. A timer like that is often pretty arbitrary for the GM to run, and while having a burner under the players can be good to build tension and fear, it can get out of hand fast if the players are floundering.

    I do appreciate the presence of alien technology that isn't inherently hostile or harmful to humans. That's very, very rare in mythos settings! You'd think Delta Green, out of any organizations, would have a stockpile of what little Mythos tech and lore can be used with relative safety available to certain elite agents. At least some charms and weapons with the Elder Sign, you know? But all the missions I've seen for it assume you're just gonna go it with guns and fists if it comes to a fight, so against anything more than other people you're almost totally helpless.

    Good layout of NPC personalities, desires, and effects of certain actions. I've been reading through a bunch of old Dungeon magazine adventures, and other oldschool adventures, and it's a striking contrast ot how they presented things back then (big block read-aloud texts and keyed rooms with little to no explanation of how or why NPCs are doing what they are doing) to modern games that usually have NPCs put into one handy area for easy look up of attributes, a blurb on personality and motives, and any relevant places they'd be.

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