Wednesday, November 29, 2023

Unknown Armies Halloween Jam 2023 reviews

I was asked to read and give feedback for 2023 Unknown Armies Halloween Jam entries, which was hosted by mellonbread. This creative writing jam was to create more cool content for Unknown Armies -roleplaying game, which is a game I’ve grown interest with in the past few years. I have no specific rating on the entries, just how I felt about them while keeping the criteria in mind:


Zomner’s Criteria

  • Runability (is it easy to take this text and use it in a game (preferably in a campaign?)

  • Freshness (is this something new and never seen before in UA or other rpg form?)

  • Presentation (can I read this and comprehend it easily?)

  • Theme usage (see the master document for themes)

  • Optional: Did it do something extraordinary?


Thank you to all who wrote anything for the contest. I hope you may find some inspiration (or spite) to write more for Unknown Armies.

  1. Four Chimneys

Fun set piece, with some interactions. Details remind me a bit of the poker table scenes in The Sopranos and of course The Last Call. I could see myself using this in a campaign. Good presentation and usage of the theme.

  1. The Greggs and The Graveyard

Zombies meet British fast food. Reminds me of Shaun of the Dead for some reason. Excellent descriptions of characters, though there is a lot going on in the setting to keep up. Cool read, but might be a bit hard to run for me. Theme usage here is good, though I could see the Greggs element being taken out and using this in pretty much any other setting. I think this could be a bit more concise with either the fast food stuff or the cabal’s resurrection attempt, to make it much easier to use, but I still liked it and it evoked a scene for a nice Halloween one-shot.

  1. Darla Jean

Cool idea for GMC. I think this fits well within the Sect lore stuff and it presents a new angle with it. I liked the usage of sexual moves for combat. Points for original pornomancer rituals. Theme usage is only a little bit there, which was a shame. This sort of fun creativity makes it a fun GMC, though as with many Sect stuff, I probably won’t be using it in any campaign.

  1. Alexander Head and the Undercroft

Solitude’s prisoner/warden. Cool idea, personality pretty simple.  Easy to use GMC in a campaign. The Psalm presented was neat, didn’t see a similar idea brought with any other entries.

  1. Styx Subway Train (ritual)

Ritual for Otherspace traveling. Could see this being used in a campaign to travel to a specific Otherspace where PCs want to go. Uses the required theme completely fittingly. Feels more urban fantasy than postmodern weirdness, but I still found it enjoyable. Simple ritual to use in any campaign.


  1. Otherspace sickness

Aka Universal Drift. A bit much to keep track of, but a cool idea nonetheless, if using Otherspaces a lot in a campaign. The gameplay elements seem to work out well, but again GM has to keep track of at what stage the character is to make sure the effect keeps consistent enough. Formatting of the document is fine. Kinda cheating with the “starting with u, ending with t” but I’ll allow it. There could be a bit more work around to cure this, but the cause itself is pretty vague already so it works out.


  1. The Secret Saints of the Cecilites

Usable if having Cecilites in a campaign. Feels something that should be with the Order already, but seems like a nice addition. Intercessions were a new thing for me, but I could see using them. The saints were all different enough to be using them in a game. The theme is only a little explored, but it is still used well within the text. I think mentioning in the second seed which saint’s body part it would've added more flavor for it, but I really liked the first suggestion and would run a game around it.


  1. Felix Kaufman, Not a Medium

Simple character with a neat backstory. I could be used by a cabal for mischief or as a therapeutic help to deal with their own traumas, without any Unnatural connection. Simple presentation that works. Is accurate with the theme and definitely feels still like a UA character. Minor nitpick would be that “mimic the dead” is not explained in the document nor is told where to refer to. Could also use a suggestion or two how to use him, but overall I can see the gameplay use of this GMC.


  1. University Street

Outerspace with some use, but it feels a bit specific with not much to play around with. Well detailed for the location, but could use a couple more rumors or hooks for gameplay reason and less on the “what” section instead. Uses the “starts with u, ends with t” theme very well, but also picking “subway” felt a bit detached. It could’ve just been a different way to get in, but that just how I feel. The three urbanomancers are neat and can be easily used to provide conflict in a campaign, which I do enjoy. Overall, good detail, but could use something to make the place feel more special (especially someone who barely knows anything about Seattle).


  1. The Cleaners (scenario)

Without pregens, it makes it hard to run, but I know that is due to the word length. Other than that I like the horror atmosphere and I like the details that bring this adventure not just as a “kill the wizard” -type thing. I do like the take on the Japanese workforce with this, something I’ve not read about before. Text is very well formatted and keeps itself well detailed enough to make it easy to read and quickly to understand. Theme of the subway could be better exploited, but overall the non-American UA setting is a well done theme here. Mostly I’m impressed with keeping such a good game structure in such a limited amount of words.


  1. Galatea

While I do have interest in technology used in the postmodern magick world, I feel this didn’t really grab me. The org seems a good setup for cabal to take over or introduce as ponies getting over their heads, but for running this in a game, I wish there was something more that hooked me in. The GMCs could have one or two details to make them stand out more and I feel like there could be an angle of utilizing the texts for a better goal. To expose the true nature of magick? To maybe discover a new way to translate languages to make more money? The overall structure of the document is good and very easy to read and the themes were used properly. Overall, it is written well, but needs a bit more of that spice to it.


  1. Bartlett and Sprouse, College Thaumaturges

Two GMCs, one who is already dead. The rituals are alright and could be fitted with a college setting cabal, which I find interesting and new, at least for UA. The text was easy to read, maybe too many line breaks, but it was fine for me. The text used the selected theme well. I think the setup for the story behind the rituals were fine, but there wasn’t much to use for gameplay. Slightly more motivation for Sprouse could’ve been used to make it standout more.


  1. Ultraflat

Seems easy to add danger for any UA campaign. Dangerous rooms are not a new thing in UA lore, but I like the two dimensional effect of it. The text was easy to read as well, though maybe markings for the rolls or the Stress Gauge rolls would’ve been good to have. Theme is well done, I like the name and its usage here. Simple yet effective horror set piece that I could see myself using in a game.


  1. CÁBALA DEL REY DEL INVIERNO

I don’t quite get it. It’s a history for a cabal, but also a setup for a scenario, but also a monster description. Maybe a bit less focus on one and more on the others and this would feel much tighter text. Las Lloronas stuff is runnable as is, I feel like, but the other stuff needs more meat to work. I think the history with the refrigerator guy and the brujo is intriguing to me, but not as important for the setup of the scenario nor for the monster. This feels like a neat idea for an already existing folklore creature, so I’d give points for that. The text is presented fine, it was easy to read and the order of it worked. For the theme, I think the inspiration is there and there is the mention of Halloween, but it could’ve been delved a bit more into, if this was a scenario. Overall, I liked the concept, but this could’ve just been the cabal and the creature or the scenario and the creature, in my opinion.


  1. Gert

Short and simple focus on a GMC. I like the short prose in the beginning, though I got confused at first whether the whole text is going to be prose or not. I like helpful GMCs and this has nice coziness to it. Maybe not as weird as most UA GMCs, but an old lady like that feels like home in any game or so I feel. However, I’d detest for themes sake that she is not a mundane GMC, since she is still a dipsomancer. Subway element is used here, but I’d say the magickal effect has to be something that she doesn’t know anything about the magick. The playability is described in the text and she doesn’t need more lore than that, so I’m otherwise fine with this character.


  1. Urizen Shaft

While more focused GMC for a game set in London, this was a really fun read. I could visualize this older guy giving up hooks for UA games or helping them traveling along the Tube’s tunnels. The clear presentation with well formatted sections of the character makes this easy to read and run. Backstory also gave a good, but not too involved backstory. The ritual is also a fun and useful thing that PCs may discover while interacting with him, which I also liked. The text uses all the mentioned themes very well. I’d say this to be used as a clear example of how one should write interesting GMCs for future contests. Marvelous.


  1. Avatar: The Mascot

Intriguing idea. I’m a bit iffy on the too symbolic nature of the mascot outfits as the focus is more of what they represent rather than the person, although now that I think of it that fits a lot of archetypes. As a new type of archetype, I’m willing to pass this thought. Overall, it is formatted as usual avatar description, with good masks and symbols. I think the first three avatar channels are fine and work within, but the last channel I don’t feel the connection with what it represents. I like the idea of being able to affect huge groups of people, but I think Rank 9 Violence is a bit too much. The theme is there with Halloween costumes and mascot costumes, but I’d say dressing during Halloween is a different as people focus on just having fun rather than embodying a certain character (though I’m thinking of Scream movies now how there someone uses a costume to become a continuing series of different serial killers). Overall, liked it.


Bonus submissions


Samuel Pin Bone

Vivid description, from a point of view I never even thought of. Short backstory, with easy to understand motivation makes this a good character GM-wise. I definitely can see this as a specific type of threat to use in a game set in or near Indian reservations. Really liked it.


Uncut Gems (ritual)

Definitely the most unique and gross write-up. Made my skin crawl, so points for that. While presented as a usual UA ritual, except surprisingly no magickal charge, this is more of an interesting detail and plot hook creator, rather than a ritual I’d ever see a PC use in a UA campaign. The themes are well used, though technically it starts with u and ends in s, but that’s being nitpicky. The NPC rumors are fitting for this, except also a bit wild, but hey I got through the main text, so nothing to really top that. Props for keeping the postmodern magick unique.


The Midnight Screening (scenario)

I love fake film writings and this does some work, despite it’s skeletal nature. It presents cool options for the game runner and lets them decide which option is the one that feels right for them. I’d see this as a great schlocky Halloween one-shot (so good usage of the theme right there!) about gathering magickal charges into the ritual chalice with the Jewish gourmeturges and Islamic agrimancers to ruin the event. Another unique scenario by mellonbread, yet using familiar elements from his previous works as well. For an under 1333 word scenario, it definitely evoked a vivid imagery of the crypt set piece and all the crazy characters there to interact with. Most likely ending in a bloodbath, but a very stylized one at that. Four buttery popcorn shakes out of five.


Monday, January 2, 2023

Shotgun Scenario Contest 2022 reviews

I reviewed all 53 entries for this year's Delta Green Shotgun Scenario Contest. It's getting tougher to read through these each year, but I feel like it's good to see what the community has to offer.
Overall this was a good year, half of which I thought were good or that I liked and half of which could use some work to be ran. I myself had one scenario submitted this year, which I will have some notes bellow as well. 

I want to thank everyone who submitted for this year and I hope to see more great stuff next year!

Ratings:

  1. Really liked it, which made me most likely to vote it.

  2. Liked it, thinking about voting it (questioning some of the design elements)

  3. Good, but something makes me not voting it (theme, design element, formatting)

  4. Everything else is blank. It doesn’t mean the scenario itself is bad, but it either didn’t interest me or it felt to me something I can’t run as a Handler.


  1. Operation In Media Res

Agents investigate a UFO, they get gaslit and some get turned into shapeshifters. Cool setup, I like the Useful skill parts to use as a reference. The formatting is fine, some of the links don’t seem to be too useful for a scenario this short as I can just Ctrl+F the needed words. There is no damage mentioned for the turret, which leaves me to think for its purpose. I think the descriptions and the concept for the scenario are fine, but seem to work best for a con game or a one-shot rather than part of a campaign. Different from previous shotgun scenarios, so I liked it.

  1. Operation FUNERAL JAZZ

Body part collecting wizard on the loose. The hook is a bit too weak for DG agents to get involved out of nowhere. The text definitely needs some headings to make it easier to navigate. Gatsby doesn’t seem to be that much of an interesting villain and there’s not much meat for investigation to go through against him. I could be seeing him used as a longer term target to chase, but I’d wish this would have something more than just a wizard made out of different body parts.

  1. The Sinai Palimpsest

This is a presentation of links of “ooh look at this cool scripture” but doesn’t tell what it makes so cool about it or how to use it. Not a scenario, just a scenario hook.


  1. Moment of Impact

A Carcossa infected programmer steals from Outlaws. Some capitalization errors and the picture of the AK being in the middle of the list of the video aside, good formatting. This seems to be a pretty basic King in Yellow corruption story where the Outlaws have to burn everything. Could work as a sidestep for Impossible Landscapes or other KiY themed campaign. Plus points for actually statting the guy, The Mattador and the rapier, but also providing a solid map as well. Overall good design, but it didn’t really bring out anything new or exciting for a KiY scenario. Good.

  1. Operation TOURIST TRAP

(Chief’s scenario?) Deep One hunt turns into a vampire hunt! I love the motivational points for NPCs, making it easier to run for the Handler. Good quick descriptions for the place without too much details. I guess the only problem I can see happening is just Agents wanting to kill everyone involved after being paranoid about people turning into vampires and letting the sheriff continue doing so. Liked it.


  1. The Returning Lilith’s Case

Replicating people through nanotechnology. Interesting concept with neat NPCs that I’d like to run in a scenario. However, the backstory could’ve been shortened for a bit more structure for agents to involve in figuring this out. While the NPCs and their goals would be pretty easy for me to run, to get them figuring out stuff would mean to figure out more clues and investigation avenues which makes this harder to run off the cuff.

  1. Seaside Attractions

Missing man went through a portal at a seaside town. The description is picturesque, but I think the background detail for it is unnecessary for running this scenario. The gameplay itself is a simple investigation and figuring out where Blaine went. I like this from the usual bug hunts and monstrous fights, but at the same time the conflict seems to be too easy for PCs to ignore the gate after finding the book. Plus points for PISCES game than your usual DG setting stuff, but personal nitpick for having stats for CoC and not DG RPG. Good.


  1. The Yellow Box podcast

Fun meme-y concept, but I think a bit lackluster on its gameplay implications. The cultists, while warying setpieces, feel a bit too cartoony and I don’t think the agents will take it more seriously and rather burn the whole festival to the ground. I was hoping this would be just the podcast members doing some wild shit and agents having to track down their location before it’s too late, but the text doesn’t provide investigation, nor challenges for player characters that I’d see fun to run for my players. Stats for the cultists would’ve also been good.


  1. Bogged Down

Unnatural BOG. Somewhat simple premise, could see it run as a short run for player characters who are interested in nature. I wish the Bog had a bit more goals or other things it could do, because I can only see agents burning it to the ground, since no one has the right ritual (or even skills to realize how it actually works). Points for good formatting though.


  1. The Rhodesian

A Threat for a DG game. Cool usage of Glaaki cult. I think this might work best for people who are into more of the tactical firefight and “realism” parts of Delta Green. I like the setpieces and this definitely is something I could see to be dropped in a homebrew Outlaw campaign. One thing that I think is missing is after the first missing contact with Lt. Col Furst, is that how is he going to get him in the future? Is he trying to bait him again? Using one of the agents as hostages? Or does he give up and try living in the shadows through his criminal network? A little bit of focus on the first page’s formatting (text not being straight in the second column, too much usage of Schalk’s name) but these are minor nitpicks. Overall, liked it.


  1. It’s Raining Men

Agents investigate a man dropped from the sky. I like the formatting of the text, it separates it from the rest in a good way. The investigation starts with a good hook, goes for a tried and true method of investigation and ends with a showdown. While the scenario doesn’t do anything new structurally, I like how it presents the investigation and clues, even if I’m not a fan of red herring sequences. Combined this with a cool setting and an Unnatural creature that is original (though it could be a Winged Servitor, but I digress), I could see this is as a good 3-player scenario to get people into the DG scenario mindset. One caveat I had is that what if the players think about him dropping from a plane? You could have a mention or a clue about there being no known air traffic in the area that would’ve been notified. Good.

  1. Operation FRUIT DUST

Gang member brought back from the dead. I don’t like too much authorial input on the Handler’s end, with how scenes should run. I think scenes should be there and let the players take actions to go from one scene to another. The Unnatural aspect of bringing the dead back isn’t explained, so I can see it difficult for Handler and the players to figure out what is going on. The blankness from page 2 could be removed for easier reading. The NPC section for Taylor and Pablo could also need a little bit of tidying up to make it more easy to use during the game (no HP or WP for them?). This reads like it was edited down to fit for the contest. Less explanation of Armstrongism, more neat setpieces for agents to get involved in the situation would make this a great scenario.


  1. Hurricane Season

Imprisoned Flying Polyp causes trouble. Seems to be from the same author as The Rhodesian and Moment of Impact, but the text has a bit more better formatting.  Horovitz’s backstory says he has studied occult, yet has no Occult skill, curious. I think the twist of playing it as a witchcraft but it actually being an Unnatural being alright. It can either frustrate players or give them a sense of realism. Same thing with the Majestic/March Tech vs Program thing is fine, if the players aren’t into the metaplot stuff. Overall, alright structure, alright setpieces. Maybe the NPCs could be a bit more memorable or add something else than weapons to the Green Box. Good.

  1. Cambrian Rhythms

Stolen canister of parasites infects a small town. A bit of a hard format to read. While I usually like when shotgun scenarios present their stuff in bullet points, the stuff seems to be a bit all over the place. There’s a line missing in the part “Autopsy - 36 hours to wait for ME or can be done by Agent with Med/Surgery 40+  (4 hours per)”. Nothing major but makes it harder to run. Also what confused me is the single worm, which requires you to do CON and POW tests for five hours, until it dies, except at the six hour mark, the victim dies? The text could be more simplified on how it works, though the table afterwards is more streamlined. Same with the timeline, that is really helpful. I feel like there’s lots of good care put on to the scenario, while it suffers some readability for the Handler. Maybe one round of editing could’ve made it a bit more clear and this would be a really good chaotic investigation for a small town body horror. Good.

  1. Operation: PALE

Occult wannabe needs to be killed and his book burned. This seems a bit too cliched for me. I know it’s for the 90s, but even for that era, this seems like the Delta Green at it’s worst. The NPC should have something more interesting going on, maybe he wants to summon a demon to make things gold or fix his internet or something, but there’s not much going on for him. The investigation is pretty non-existant and I would’ve liked to see some other weird and creepy details near the apartment. The text doesn’t make clear of the implication of the teenager entering the building. If there should be consequences for agents’ inactivity, then they should be clear. Overall, this scenario needs more meat on it’s bones to be actually run.


  1. Signs Following

(Aqualung’s scenario?) Cthonians vs Serpent People vs Agents for an egg. I like the use of Clock mechanics here, though I would’ve loved to see more cool setpieces, but of course wordcount is what it is.. The formatting could’ve been a bit more together than spaced out with the images, but it was fine to read. The location was cool and hunting for the egg could provide multiple options,since players themselves most likely won’t have the ability to use mining equipment, which is a shame. Good.


  1. Biodynamics

Lloigor stones make vegetables help people go bad. Good intro scene, lead up with a neat combination of real world stuff mixed with Unnatural. I like the plans of the NPCs, the Walking Tumor seems to be an okay enemy, despite leading it to the classic shootout with the Big Bad moment, but I digress. A cohesive text makes this easy to run and it feels like a good introduction to Lloigor with its simplicity, though if agents have met some in the past, they might seem like an obvious source for all of this. Really liked it.

  1. Time Shifts

A Vietnamese organization causes time to break at Miskatonic University. Way too much of the text is to explain this new organization and less on how the investigation itself will lead up for players to find out about what is going on. Where are the cultists located at the campus? Who are they? How do they look or act? Much of the focus is being given to the shifts, but they are really vaguely told and there aren’t specific setpieces or usage out of them used here. One thing that bothered me is that, why does Dao Sâm think that Delta Green isn’t active in the 1990s, but is in the 2020s? While the text gives me a clear goal for the org, which I found interesting, to do what they do and let agents react however they like, it still left me confused on how to exactly play this scenario out. I feel like this would be better as a fully fledged scenario rather than cut up under 1500 word scenario.


  1. Operation CHRISTMAS BEAR

I like the structuring from tips, to introduction, public cover and then to the truth the text has. Pretty simple bug hunt -scenario, with good detailing on the set pieces with the NPCs. Giant tardigrades aren’t really scary to me in my head, but that might be different for the agents. The formatting of the scenario with guidance to run the scenario was something I really liked. Maybe a bit more weirdness could be added to the situation to make it more DG, but this was still a type of scenario that I could see myself running. Liked it.


  1. Behold! The Night Mare

A Horse from Dreamlands attacks a small town. The mechanics for The Horse should be made clearer in the text early on. There isn’t necessarily a climax to the scenario, just investigative scenes and parts where the Horse has a chance to kill an agent. I don’t like that it attacks only one agent at a time, meaning that it will leave that agent fighting against it alone, but also it will make the game’s focus on that scene while other players are waiting on the side. Plus points for deliriant suggestions, good formatting and easy to understand investigation. Good.

  1. LOOPHOLES

Agents perform a heist for an opposing faction. Very limited amount of choices presented in the scenario text. While I might not have problems with a railroady shotgun scenario, there isn’t many interesting scenes to back it up. The heist seemed cool, but a bit short on content before sending it to rolling dice for firefights. Also no details given for NPCs, so it’s extra work for Handler to run the scenario in question.

  1. The Sound of Sirens

This feels a bit like “Last Things Last”, but not in a good way. Hook seems a bit too innocent, but I’ve seen it used before, though in LTL the guy was a notified DG member and here the hook seems a bit too weak. Especially so, when there is no clear investigative line to look into The Repeater, unless the PCs wait for an NPC to walk nearby. While not all avenues of investigation should lead into figuring out the mystery, I don’t care much for the non helpful NPCs, who have nothing to do with the mission. There should be a more clear description of things leading up to The Repeater and even then the threat of it isn’t that big to make agents go and figure it out immediately. Then at the station, the threat should utilize its abilities and put them more forward against the PCs. Now, there is only a little bit of mention in the text, but it feels arbitrary and not very fun for the players’ side. Maybe the station could make you roll for POWx5 to see some horrible shit coming out and then PCs could fight against hallucinations? Also no stats, which would help running that setpiece more easily.


  1. Ozyorsk-17

A trip to a nuclear plant in Soviet Russia. This doesn’t feel like a Delta Green scenario, rather than a story game inspired by Stalker. I like the evocative short setpieces, though some of them feel like death traps that prevent experiencing the story or offering meaningful choice. Same goes for the ending where there is a choice, but it leads to nothing. I could see this being done as a one-shot for people who want something different and as a Handler creating a moody vibe with the right music in the background. It was easy to read and it seems easy to run, but I feel like I can’t provide the feeling of alienation and paranoia for the players based on the content here.


  1. Gains

Fitness club’s water creates Spawns of Ubbo-Sathla. Very gonzo scenario, with good investigative parts. I like the descriptions for the NPCs that give them good light for roleplaying them. I don’t know if any player would try the pods or eating the meatlings during the scenario, though maybe if they Study the Unnatural. I could see this as a good weird scenario run in between usual games. Liked it.


  1. Coke Room

Green Room with Tcho-Tcho. I like the setup and the possibilities during it, makes it distinct from other scenarios. Good introduction to Coco Loco and Unnatural as well. It suffers that it doesn’t have pre-gens, which creates extra effort to make sure the characters fit better in the scenario. Other than that, I really liked it.


  1. Applied Hypergeometry

Tech firm’s braintech taps into GOO. I think the investigation framework is good for both the Handler and the agents. Clear cut, with multiple avenues. I don’t usually care for the metaplot mentions of March Tech getting involved, since it usually removes all the fun for getting involved, but I think the scenario can still work with it or not. The ritual, while works good with NPCs, sucks to use as an Agent, because it takes them out of the game and if others don’t do anything about it, it isn’t really that worth doing. The other weaponry was cool though. Slight note, there’s the mention of guards in the text, but nothing in the stat block, which is not too bad, but something that would’ve been helpful. Overall, I liked this scenario.


  1.  Keep on the Sunny Side

“O Brother Where Art Thou?”, but with Deep Ones. This feels like a mellonbread scenario. I feel like the mood comes really well through the text, which makes it a great read.  Coen brothers references, weird but cool pregens and creative setpiece makes this feel like a fun one-shot experience. Really liked it.


  1. Operation: MPET

Axe crazy mystery in the cabin during a blizzard. I don’t like how you go automatically into a catatonic state, even if you succeed and don’t even lose the 5+ SAN that is normally lost to do so. This PvP scenario feels like it favors the side that has more actions. The more players involved, the less chances the axe taken player has. I liked the flavor of using the item and the setting up to finding it was great, but I also wondered, what if no one touches the axe? A savvy player realizes the axe is at fault and won’t touch it for any reason. I think with some other options to figuring out how to deal with the leeches or the axe-welder would benefit more for player creativity to solve the situation. But if the situation is just a setup for the “Who’s in the right here?” it feels a bit hokey, when players have no other way to solve it than just kill each other.


  1. Bugs Bugs Bugs

Bug Coven uses bug illusions to hunt agents. I like the clues given at the beginning and the bug cult is a fun idea. The tricks seem a bit too cruel, but at the same time could provide some good creeps for the players. 

There are some small things here and there that feel like could need a bit of polish (the amount of Unnatural points gained from studying material is never mentioned, despite said so) and the playtest notes could be taken off for more descriptions for the cult’s hideout or the cultist members. There’s cool potential here and I think it’s a good scenario

  1. Alone in a Crowded Room

King in Yellow shenanigans meet Project COPPER. The bolded words on clues is a good help for Handlers running the scenario. Kinda wished the stuff from Project COPPER was better detailed than just left as a link, but I know for word restrictions, you kinda have to do that. I like that there’s another faction going on while the KiY manifestations are happening. I also like the manifestations, some of them felt unique from other similar scenarios I’ve read. I think the structure is fine, it is more of a campaign early point to introduce the agents to The Lonely or Project COPPER, which I like, but I feel like it suffers from a one-shot perspective. Overall, I liked it.


  1. No Take, Only Throw

Agent takes care of a Hound of Angles. I like the structuring and formatting of the scenario. The setup is cool, but I feel a bit much assumption on how much of a dog the Hound actually is. I think the outcomes could’ve been condensed. There are some boring options, but I really liked the option of freeing the creature and gaining protection from future Hounds. A bit too little of material, but still a neat short scenario to run quickly in between missions. Good.


  1. Material Data Safety Sheet

This is more of an add-on or a set piece rather than a scenario. While the handout text is fine, it should be formatted separately from the scenario text. Also, the handout itself is only described, but the actual effects are not as well defined outside of it (or is left for Handler to decide whatever the hallucinatory effects actually are), which creates more effort for Handler to decide. The contamination process might also make it so that the players would not be enjoying taking out of the play accordingly. Complications are nice, but I think the content in itself is a bit too thin for me to run this in a game. I think with some added gameplay elements of the hallucinations for the Handler and a handout designed accordingly as described in the text this would be a really fun set piece to use in an on-going game.


  1. Operation Bookkeeping

Agents meet a book collecting “bone smith”.  (Sidenote: Afterwards, I did slightly googling and saw this is a reference to The Magnus Archives podcast, which is something I’ve not listened to or familiar with.)

Having a map is really good, I appreciate it. There are specific times, but there is no clear timeline told in the named section that could be easily referenced. I think the global organization stalking libraries is a bit much, it could’ve been any other sort of occult book collecting DG faction doing it. It’s a little too grandiose, but I can deal with the pulpyness of it. The scenario provides a trading with Jared, but since the mission goals are “burn the book, get the info and kill Jared”, I don’t think it will support players enough of subterfuge and bargaining to go for and savvy ones would just go for the shoot and burn approach. Maybe offering some more tactical sides instead against the JLTF and this would work as a short combat heavy scenario.


  1. Bad Time at the El Royale

Agents get involved with a time dilation device. The writing is done with heavy imperatives (“agents WILL find X”) which makes a bit too railroad-y investigation for players to enjoy, IMO. While the idea is cool and there is definitely gameable material here with the stages of time dilation, it is a bit too barebones for its structure. More of the word count could’ve been used to write up stats for the Hound, more detail of personnel of the campus dealing with the side effects. I would run the scenario with the device working, but maybe the effects have only now hit stage three (maybe DG caught wind of the effects from their search engine looking for scientific papers with Unnatural remarks?) and agents have to go figure out and contain it fast, to keep the fun effects still happening for people. 


  1. Don't sleep!

Amnesiac research subjects escape from a facility. As I was reading this I realized this is set in the SCP Universe, which I don’t personally care for. However, compared to other amnesiac scenarios I’ve read, I find the experimental and more freeway to describe oneself and figuring out one’s abilities really fascinating. If I’d do a SCP one-shot, I’d probably do it this way. With the pre-gens, I would give them Motivations and Disorders. The creatures on to lose don’t have stats, which is kind of the same. Feels like you could’ve limited the amount of them, while having them statted down. While not a DG scenario, this has some potential with some polishing, so I consider this a good scenario.


  1. Operation PURPLE DUST

Pulpy WW2 scenario set in Italy. It could slightly use some editing (why isn’t the gold plate mentioned as a thing before it is mentioned as a possible protection?), but the text really sets the tone really well. I like the combination of combat, interrogating the librarian and then having the final showdown with Nazis and Glaaki. Kinda wish the objective of the Nazis was given slightly an explanation to help the Handler, but I can see the word count already being high as is. One worry is also  surviving the combat sections to the end. Adding pre-gens to this would make this a top choice for me. Liked it.


  1. Portrait of God

Hunting down a painting plagued by Unnatural. I don’t know if I’d run a scenario too close to AZOV. The Gnashing is a cool entity that I feel gets more usage in campaign form. Idk if WPx5 is a real test in DG, but it might be a typo. Not much to say about the investigative part as it’s described short, but efficiently. I feel the ending might just lead to a firefight, with agents that are told to not to trust the Propavsheye. Good formatting and having enough info for a Handler to run this scenario made it an enjoyable scenario. Liked it.


  1. SR-A case file : HOLY BAY

An unnatural statue causes trouble in a French village in this freeform investigation. While not really a DG scenario as the focus is on a completely new group, it is still an interesting style for an investigative scenario. I wish the artifacts had some stats to give them a bit more usage for gameplay’s sake (assuming I’d still use DG RPG to run this). I don’t know why the WW1 French village is set as a background for this, but I think it is different enough to stand out from the usual settings. I didn’t get the point of the questions for the locations, it could’ve been opened up a bit more in the text. NPCs were fine, the timeline was short, but useful and the clues were interesting enough that I could see this being used as is. Overall, I liked it.

  1. Redial Call

Television station gets attacked by an entity formed as a graphical glitch. The hook didn’t really tie me in, maybe the entity could be something else than a servant of Nyarlathotep. Detailing of the events that have happened is good, but there is some stuff that I feel like is missing, e.g. how is the White Noise dismissed? (the summoning ritual but reversed or how?) There’s also no stats for TV station workers making it extra work for Handler to run this scenario. I feel like the background section could be shortened for an extra intractable or spooky setpiece.


  1. Innsmouth Girls

Three escapees from Innsmouth Raid hide in New York City in 1920. Really interesting premise. I was waiting for a twist or a moment of change from officials or gangsters to happen to give it more action, but I guess this is a more reactive scenario. The pre-gens should have their motivations at the end as well, but other than that they were pretty neat. NPC stats would’ve also been appreciated for combat’s sake, but this isn’t (necessarily) that kind of scenario. I like the outcomes, though materializing them in the scenario would be a bit hard. I would rather see this a LARP with multiple characters with their own goals, than such a short scenario, because interactions might be a bit limited if they go talk to each character one by one. Also, what if none of the players want to talk to the NPCs at the speakeasy? There could be either consequences or some stuff preventing inaction. Other than that, I could see myself running this as a con game. Liked it.

  1. Saturnalia

In a remote building in Alaska, Saturn is returning to Earth. Gonzo idea, but I can dig it. Investigation reminds me of the scenario Night Floors a little bit, but less surreal. I like that while combat is an option, it’s not the intended solution. I feel like this scenario could use slightly more stuff in the real world than in the Red, but since the Saturn’s world is the fun part of the scenario, I don’t think there needs to be much added. Maybe it could benefit for fitting this slighly better with DG’s worldview, but other than that I had no issues with the text. Good.


  1. Hunter or Hunted

Majestic and Delta Green fight over a Yithian rollercoaster. I think the hook for this is a bit “out there” lorewise. The weed wacker from the Green Box is a fun idea. While the investigation leads up really well to a crazy finale, I think it’s a bit much for me to run as is. It’s a really combat heavy scenario, where agents can die against a MJ-12 kill team really easily. I have no idea if the Synthesized are really interesting to fight as they are nearly invulnerable with their regen and armor. Overall the scenario could need some balancing around, but the structure is good, so I think the scenario is good.


  1. Carcinization

Scientist agents set out to investigate where all the crabs go. There is another scenario with the same name, so I have high hopes for this one. San rewards are neat, though idk how many agents actually care about the shark. Very heavy on science skills, which is a good change for other scenarios. Of course the scenario is just moving from a cool setpiece to a next, but I wish the final one for the Shard’s sanctum had a bit more effect to it. As someone with no expertice on sea science, it was a bit difficult to comprehend some of the ideas, but I liked the explanation on the gear. Perhaps extra 200 words could’ve been used to give about a bit more flavor for the sanctum or add another Unnatural revelation for the players. Good scenario.


  1. PROVAX

Agents are sent to vaccinate people related to Unnatural. When I first read this, I thought this was an edgy joke and not to be taken seriously. I think with the subject matter being what it is, I would absolutely not want to run this scenario. However, I can still give some merits to it. The set pieces are interesting and would make (somewhat) sense why The Program would keep an eye on these people and now send agents to deal with them. My favorite being The Godleys and the Spawn of Yog Sothoth, which would be really unnerving. The text is well detailed enough and provides avenues of investigation and conclusions (though no SAN penalties?) for not going along with the vaccination. I think this is an alright scenario, but I would need to have people, who are on the same wavelength about this.

  1. EMFs At Higher Frequencies

Tillinghast Radiation infected a small town, with paranoid townsfolk. This scenario also touches on a new real world conspiracy theory with an Unnatural angle, but it makes it more focus on the NPCs taking it heavily. I didn’t really care for the font used here and there are some slight editing issues here and there (“Notice check” was most notable). I think the scenario seems to go for the “kill and burn” solution here, which I think is a bit boring, but I like that if you go low tech and with the townsfolk' conspiracy theory bullshit, you can ease them down. Stats for the goons and townsfolk would’ve been appreciated, since this scenario will probably end in bloodshed at the laboratory. It is runnable, but I feel like there could be a bit more scenic stuff (e.g. townsfolk seeing “spirits” flying over town) or one or two clues to make it more interesting.


  1. Mystic Hunter

Agents go on a mythical turkey hunt. While this is pretty much your usual bug hunt scenario, it has some unique stuff compared to most scenarios that are usually set in an urban environment. I like the map for the reference for the players. I think the clues and the moody suggestions are neat. The creature is unique, which I like. Its stats are fine, though I’m a bit iffy on it instantly killing an agent without having an ability to have a little bit of foresight of its attack. “Red Eye Gaze '' also has an issue of it immediately causing insanity, but I think it should just do a higher SAN loss instead, to make it more likely to happen, than to force it. A bit better spreading for the font would be needed to make it easily readable quickly. Definitely could see to run this, to teach players to stay a bit more on their toes (perhaps to run this as a Thanksgiving scenario?). Liked it.


  1. Take The A Train

Agents take a chance to survive creatures and other people in a subway. Atmospheric text really helps to create the mood for the scenario, though I had some trouble to understand the beginning when I first started to read it. While it is pretty much a survival scenario, it poses good suggestions on how to deal with the NPCs without trying to immediately shoot them, which I liked. The creatures are fine and I guess they can’t be harmed so the scenario itself can’t be broken. This would probably be a good three hour addition in between an ongoing investigation. With how easy this would be run as a Handler, I liked this scenario.


  1. In The Shadow of His Eye

Agents investigate brain cleaning children’s group therapy camp. Simple investigation, with a clear finale. I don’t know what happens if Derrick gets taken down before the therapy session. Is Richard trying to find someone to replace him? Richard’s motivation should’ve been clearer, to make it easier to run. I think the briefing and setup take a bit too much time for the actual camp, where other weirdness could’ve been inserted. Also the aftermath of what happens to Derrick and children is horrifying and probably should prompt some sanity checks for agents. Overall, this feels like an easy to run investigation for Handlers, with more focus on the eerie mood and weirdness. Good scenario.


  1. Onomatopoeia

Sound effect monsters terrorize a DG friendly. An explanation of the monster early on for the Handler would’ve been helpful. These creatures are creative, but kinda feel hard to manage as they don’t have clear stats, like hit points, which would’ve been useful. The set pieces were creative and I found them entertaining. I think this feels a bit too goofy for a normal DG game, but as a one-shot or a con game, I could see this being fun or annoying from players’ end, depending on the group.


  1. Operation Pleasant Depths

White supremacists use Spawn of Tsathoggua to kill people. The scenario’s formatting made it a bit hard to read at first. The hook is good and the compound I think was designed well for agents to investigate carefully around, though I think this would benefit greatly from a map. The ending is fine and I liked that the spawn tries to reason with agents to get what it wants. Should be easy to run and it contains enough investigation and combat for all sorts of agents to enjoy. Also, I don’t remember reading a scenario set in Wisconsin, so plus point for that as well. Overall, I liked this scenario.


  1. Operation TANGERINE REMEDY

I wrote this scenario hastily three or four days in during the month. This started as a 2022 N@tO Scenario Contest entry back in January, but I scrapped the idea out of frustration. Originally this was a two parter scenario inspired by the video game Cruelty Squad, where the firstly agents invade a pharmaceutical facility to take down a lab creating mutating drugs and secondly they would need to find the CEO of the company and kill him before the enemy gets to the first. I realize that there isn’t much for the facility part and finding the CEO investigation is ever less worked out. The mobsters “Mr. Skull” and “Dogman” I was more keen to create around the same time (idea came from a song “Oxygen” by Swans) and I decided to use them in this scenario, despite having trouble figuring out how they would fit in. Overall, this scenario needs a playtest or two and I would be more happy with it.


  1. Cooler Heads

Memetic creature takes over a people to make them become it.While the creature is cool and its effects are interesting, I don’t get why it doesn’t just spread itself through social media, like it intends to? Surely getting the brain in danger by blowing people up and killing oneself is out of the question for it. That aside, the setup is good. The text has a bit too much bolding and highlighting different words with that dark red color, which makes it harder to read and refer to quickly. Investigative elements could be brought earlier rather than later in the text. I liked the motivation for the analyst to survive. I don’t think investigating people’s brains is going to be an option during a hostage situation and there could be another way to point that the Mind is affecting people's brains. I see potential here and this would be a cool mystery to solve for players, but as a Handler I would need a bit more adjustment for the text to see myself running this scenario, but I still think it’s a good scenario.


  1. Operation Green Mountain

Black Mesa, but China and in the Delta Green setting. The setup is a bit too much for me. Why couldn’t this be located in the United States rather than in China? While the concept of non-euclidean geometries wasn’t hard to get, the maps for this with different symbols for keycards and scientists really had my head scratching to understand it. It is a cool idea however, and something to puzzle players over for the session. However, the timeline says the agents have several hours (72 hours till the Incident is solved) to go through with this, which doesn’t promote much emergency, though there will be a high chance for encounters after every five rooms. Mostly these are wounded soldiers, who you can’t really help (10 people with you to the pad) or might just want to kill you if you don’t help me out or get in their way. Neat shotgun scenario idea to get the Half Life 1 into a scenario, though needs a bit of polishing for the setup and maybe a bit more emergency to give players a good feeling into this. If I would run this, I would do it as a one-shot where the agents are army special ops and not as normal random DG agents. Good.


Unknown Armies Halloween Jam 2023 reviews

I was asked to read and give feedback for 2023 Unknown Armies Halloween Jam entries, which was hosted by mellonbread. This creative writing...