So I’ve decided to go ahead with my idea to hack The Between to run a Delta Green style Cthulhu game, an idea I discussed on the Discord a little. Posting here will let me keep a more concise log of the design process. I’ve only begun faffing about with the rule set, so this will start of as some disjointed ideas that will (hopefully) coalesce over time into a playable game. The core goal is to explore what Delta Green would look like run with the Brindlewood Bay mystery mechanics, and given the same cinematic/character-focused treatment you get in The Between. So to start, some rough ideas about reskinning/hacking bits of The Between…
Hargrave House - this will get split into a couple of things. First, there will be a home base of some kind that will expand (be explored) as the game progresses. There will also be safe houses, which will double for HH when the team is travelling. I wanted to keep the geographical reach of the game bigger than TB, but I’ll design it as a sliding scale so individual GMs can pick how big they want they game to be.
The Mastermind - will play a very similar role, and could be an individual or a Cult-like organization. These Masterminds probably will have supernatural or occult powers.
Character Occlusion - this part of the Between fits perfectly and is going to stay. The agents come to the cell as mysteries, holding back their histories and personal lives as bulwarks against the Mythos. As their characters get revealed, and as they use masks, they are using up what is termed Sanity in CoC games.
Abilities - play roughly the same roll. The names may change.
Janus Mask - as I mentioned above, this plus the Vulnerable move and Conditions are what will stand in for Sanity. This will take some actual hacking, obviously, but the moving parts are there. The actual mask mechanic won’t change (i.e. standard plus one per threat etc)
Day - Night cycle - this will also stay, although I may whack it about a little. Day is for recon and the like, while night is more straight OPs. SO the danger levels stay the same. I may toss in some bits from FitD to make this hum like I want it to in terms of position and effect. I would like to keep ‘the day’ as the basic play unit. If time needs to be elided, for travel say, it can happen outside that framework.
Playbooks - one of each per game, and will be designed to cover broad competencies. So have the tech guy, the face, the heavy, that sort of thing. The custom moves will be designed to help cover for the broad range of skill competencies those sorts of characters would have in a CoC game. Essentially, they’ll be good at what they’re supposed to be good at.
Unscenes - this is where I’m changing it up. Rather than exploring london, the unscenes will be how the players explore ‘their’ mythos. The probably won’t be connected to the threat at hand, but they will be generally connected to that particular game’s brand of weird. I want each game on this hack to build it’s own mythos, essentially. The unscenes and how the players answer the questions will be how that gets done. Echoes in the Night will work about the same way as it does in the Between, hopefully.
That’s the basics anyway. I’ll have to see how the pieces fall together. I’d to hear everyone’s ideas about how they’d port their favorite bits of Delta Green, or do things completely differently.