First Things First
Delta Green | One-Shot
About the adventure
You thought your government job was just another desk gig. Then, the phone rang. A former operative is dead. Your assignment? Clean up their past before anyone else finds it. A simple job—just check an old man’s house, make sure there are no loose ends, and get out. But secrets never stay buried. Not in Delta Green. Before the night is over, you’ll realize that monsters aren’t just real—sometimes, they’re human. “Last Things Last” is Delta Green’s official, critically acclaimed introductory scenario—perfect for new players looking to experience its unique blend of modern horror and conspiratorial dread.
Game style
Rules as Written (RaW)
Games that are ran “Rules as Written” emphasize realism and stick to the letter of the rules, allowing players to explore creative solutions while still operating under a consistent rule set. Players have the ability to utilize the rules in creative ways to create awesome characters and moments in the game.
Roleplay Heavy
“Roleplay Heavy” games place the focus on the story, the characters, and the world they live within, and tend to lean hard into the various roleplaying elements of the game. These games will frequently find the party talking with NPCs, exploring the personal elements of their backstories, or even having emotional moments around the camp fire.
Additional details
How to prepare
This game is built on immersion and intensity, and that starts with how you show up. ✅ Discord & Foundry – All sessions run through Discord (voice) and Foundry. Get familiar with both. ✅ A Solid Mic – Clear audio is non-negotiable. If your mic is bad or you’re in a noisy environment, it breaks immersion for everyone. ✅ Quiet Space – Background noise kills the mood. Find a distraction-free zone where you can focus. ✅ Character Ready – Build with intent. Read the Player’s Guide and come prepared to contribute. If you’re set up properly, we hit the ground running—no wasted time, no distractions, just great storytelling and hard-hitting gameplay.
What I provide
I bring a level of authenticity to Delta Green that only comes from real-world experience in reconnaissance and law enforcement. Every mission is shaped by the weight of bureaucracy, the grind of investigative work, and the raw, unforgiving nature of tactical operations. Combat isn’t just about rolling dice—it’s about fire discipline, movement under pressure, and the psychological toll of pulling the trigger. Investigations go beyond skill checks, requiring tradecraft, forensic methodology, and the delicate balance of deception and interrogation. The system itself is an enemy, with red tape, jurisdictional conflicts, and compartmentalized intelligence creating as many obstacles as the unnatural threats lurking in the dark. And through it all, the job leaves its mark—stress fractures into paranoia, secrecy isolates, and the camaraderie of those who know the cost is the only thing keeping the abyss at bay. In my games, every decision matters, every consequence lingers, and the horrors behind the veil feel unsettlingly real. At its core, First Things First is an investigation into something beyond human understanding—an unraveling of reality where every answer only leads to more terrifying questions.
Gameplay details
First Things First is a psychological horror game featuring themes of existential dread, body horror, paranoia, and irreversible consequences. The following safety considerations should be discussed with players before play: 🔹 Body Horror & Gore: The campaign includes disturbing descriptions of mutation, physical deterioration, and unnatural transformations. 🔹 Mind Control & Identity Loss: The concept of memory manipulation and involuntary displacement may be unsettling to some players. 🔹 Paranoia & Psychological Horror: Themes of secrecy, gaslighting, and the slow erosion of reality are central to the story. 🔹 Moral Dilemmas: The agents will be faced with difficult choices that test their ethics and humanity. Safety Tools in Use: 🔹 Session Zero – The underrated linchpin to any good game. 🔹 Monte Cook's RPG Safety and Consent Checklist – Establishes clear boundaries before play. 🔹 Open-Door Policy – Players can step away at any time, no explanation needed. 🔹 Debriefings – A brief post-session check-in to ensure everyone is feeling okay after the game. 🔹 Breaks – Every hour, on the hour.
Content warnings
• Violence
• Mental Illness
• Language/Cursing
• Trauma
Safety tools used
• Breaks
• Debriefing
• Monte Cook RPG Consent Checklist
• Open Door
• Session 0
How will character creation work
We’ll spend the first 30-45 minutes of the session creating your character unless you have one prepared. 🔹 Starting Stats: Standard Agent Creation (unless we tailor something to fit the story) 🔹 Professions: FBI, law enforcement, journalists, government officials, military personnel, doctors, academics, or civilians in the wrong place at the wrong time. How You Fit Into the Madness 🔹 Maybe you’ve been here before. Maybe you’ve seen the signs and don’t realize it yet. 🔹 Maybe someone whispered a name you shouldn’t have heard. 🔹 Maybe you simply took a wrong turn and found yourself in a place where reality doesn’t follow the rules. No matter how it starts, the only question that matters is: Do you remember how you got here?
Players can expect
Combat / Tactics
Low
Roleplay
High
Puzzles
Low
Experience level
Open to all
Platforms used
• Discord
• Foundry VTT
$5.00
/ Session
Each player will be charged when a session starts.
Details
Once / Tuesday - 9:00 PM UTC
Apr 1
3-4 Hour duration
0 / 5 Seats filled
Requirements
Experience required: Open to all
Age: 18+