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 prioritise story, 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. Describe your actions, ask questions, and follow the clues. The Game Master only calls for a roll when the outcome is uncertain. In combat, decisions are swift and brutal. When you encounter the impossible, you test your sanity to continue.

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 your comfort level, ranging from tense to terrifying. If you have specific preferences for tone, check GM playstyles and request an investigative, gritty, or psychological focus.

One-shots unfold a single operation in one session. Pre-generated agents are typical, 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 small choices can have major consequences. 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.

Frequently Asked Questions

Do I need to understand the rules before we play?

No prior knowledge of the rules is required. The system is simple: you roll two ten-sided dice to get 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're already familiar with Delta Green, the GM can incorporate any optional adjustments you prefer. Either way, you'll be playing confidently within minutes.

How frightening is it, and how do you ensure 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 are significant, 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 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 pacing and clue density for the group, ensuring everyone gets their moment in the spotlight.

How does Delta Green differ from D&D?

It is modern, grounded, and investigation-led. There are no classes or levels. You create an agent with skills, a job, and personal connections. Combat is quick, lethal, and typically a last resort. Supernatural elements are rare, unknowable, and perilous to use. Sanity and Bonds measure the personal cost of the work. In contrast to D&D’s heroic fantasy and dungeon crawls, Delta Green is more akin to crime drama combined 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 table. Both published scenarios and original cases are available to meet your goals and time.

Should we create our own agents or use pregenerated ones?

Both options work well. 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 invest in Bonds and background. Group creation takes about 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 adapt them to this ruleset.

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

Yes. Delta Green excels online because evidence, maps, photos, and audio clues share easily. You only need a computer, a microphone, and a stable connection. The GM will confirm a virtual tabletop or video chat and provide digital handouts and a dice roller. In person, two ten-sided dice are sufficient. If you want to compare online options, see online play platforms.

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Genres you can play in Delta Green

What players are saying

  • Joran had 6 kids aged 12 fully engaged for the entire four hours. Most were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had great game materials on hand.

    Haiko

  • Ruby was amazing; this was our group's first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • 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 laughing so hard we could hardly breathe :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 amazing! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids 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 really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and 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 as honest criticism. Best regards, 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 truly appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his expertise in the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared. Punctual. And had a wonderful sense of humour.

    Corey

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