Yog-Sothothery /ysg/

>I have no idea what I'm doing edition!

>The classics that started it all
eldritchdark.com
hplovecraft.com/writings/texts/

>Call of Cthulhu Trove
mediafire.com/folder/h9qjka0i4e75t/Call_Of_Cthulhu

>Atchung! Cthulhu
mega.nz/#F!ywcHkIAA!ycphEhCOkbnjOvAQ4t7TBg

>Pulp Cthulhu
mega.nz/#!L9EFWSIT!o6clZxfdrVSOLkmcQz3wQ2Af9-hKsUxKc7214VynuY4

>Delta Green
pastebin.com/rtpJfc2L

So, /ysg/ what scenario would you recommend for a new Handler who just did Last Things Last? How tips for converting older scenarios(especially The Last Equation)? Plans for Halloween?

Other urls found in this thread:

discord.gg/RJmHMj
makebelievegames.com/sigil-sign/.
twitter.com/NSFWRedditVideo

If I remember Last Equation there isn't much to really update. It's mostly investigative footwork and any potential combat is against humans.

You barely need to convert old scenarios at all. The main challenge is adjusting stat blocks for monsters, but The Last Equation doesn't have that problem. Just try to remember what the equivalents of all the old DG skills are in the new game.

Also, shoutout to the guy in the last general who read and replied to every adventure I posted. Very helpful, even if I didn't make use of every single suggestion.

>The "Ouch" on his fucking ID badge

Actually now that I think of it, you do need to do more legwork for some scenarios - specifically the ones which heavily involve elements of the old DG lore, like MJ12.

In those cases, you can set your game in the 90s/whenever they take place and play everything straight. Alternatively, you can make use of the Cowboy/Program dynamic and have the players take the role of either the government sponsored Men in Black, or the illegal conspiracy that always seems to be one step ahead of them.

Which do you guys prefer? The Conspiracy or The Program?

I prefer The Program mostly because it gives me a means of tossing stuff or intel at the Agents.

I used to think the Program was better for that exact reason

Now I'm leaning toward the Cowboys because it removes a lot of the headache of providing briefings and taking calls to the Case Officer. With the Cowboys, you don't have to come up with an exhaustive explanation for exactly how the case came across DG's desk, and having the players phone in every half hour to explain what they found and ask what to do next. Your briefing can literally just be a notecard delivered through the mail with a few lines of instructions. Who sent it and why? Doesn't matter, and if it did there's no way they'd ever find out. What should the players do about it? That's up to them to decide.

I don't think going legit necessary means you have to give that stuff up. Even though it's back to official, DG is a black budget op.

Generally my Agents get notified through official channels of special assignment and to report to some room in some government building. Once there they receive a briefing that is often spotty and missing parts. Questions are sometimes answerd with "You're not cleared to know that." or "Unknown." or "That's your job to find out."

If the Agents call their case officer too much he tells them to stop risking operational security or I restrict their official channel to emails which are answered whenever I feel like it.

Or even better, answered with: "Unknown. Passing up the chain. Stand by."

If that's the case then why bother making DG an official organization at all? Just stick with the old lore.

So I'm having problems getting my players into the right headspace for DG. When I try to explain it, no one seems interested in the sort of bleak nature of quietly saving the day and getting no credit. Do I just need new players?