Delta Green: Night Watch

Delta Green: Night Watch

Stop the incursion. Minimize exposure. Save lives if practical. Deny everything. Admit nothing. Don't get caught. Delta Green does not exist.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
2 NEEDED TO START
$25.00

/ Session

Details

Bi-weekly / Tuesday - 11:00 PM UTC

Session Duration / 3 hours

Campaign Length / 15+ Sessions

2 / 5 Seats Filled

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This game will begin once 4 players have joined

Meet your party members

2/5

About the adventure

// EYES ONLY Delta Green: Night Watch is a Delta Green campaign built from several official scenarios, adapted and woven together into a larger narrative. Agents will investigate strange incidents, follow leads, connect details, reach dead ends, and become comfortable with the possibility that some questions may never have answers. The campaign is expected to run for approximately 15 sessions, though the exact length will depend on the group's pace and decisions. The world is reactive, and your choices, interests, successes, and failures will shape the course of the investigation. // NEED TO KNOW Delta Green is an elite, unsanctioned intelligence agency created after a 1928 federal raid on Innsmouth, Massachusetts. It operated in secret for decades. In 1969, after a failed operation in Cambodia, it was "sunsetted." No funding. No authority. No protection. Or so that's how the story goes. Delta Green does not exist, and yet you are an Agent, by choice, by force, or by chance, sent in to face and suppress unnatural incursions, unspeakable horrors, and cosmic threats beyond comprehension. You act with minimal oversight and no cover story. You break laws, oaths, and people if necessary. Contain. Erase. Destroy. Delta Green is not about winning. It is not about understanding. Your mission is to remove all traces. Accept that everything ends. Your family. Your work. Your country. You. So it goes. Welcome, Agent, to Delta Green! // THE SYSTEM Delta Green uses a percentile (d100) roll-under system descended from Call of Cthulhu, but the game system assumes character competence rather than constant dice rolling. If your Agent is trained in a skill, your approach is reasonable, and failure would not meaningfully impact the situation or story, the action will usually succeed without a roll.

Game style

Roleplay Heavy

Puzzle / Mystery Focused

Theater of the Mind

Meet the Game Master

5.0

(31)

Podcaster
Published Writer
Artist

Less than a year on StartPlaying

41 games hosted

Highly rated for: Teacher, Sets the Mood, Inclusive

Average response time: 8 hours

Response rate: 100%

About me

I am a passionate storyteller and knew I wanted to be a writer when I was fourteen. Professionally, I work as a Technical Writer, building documentation and knowledge bases for hardware and software companies, but storytelling has always spilled into everything else I do. I write, direct, produce, and edit a long-form documentary series for YouTube, have written both original and commissioned screenplays, published a memoir, and have had essays and short fiction published in various outlets. Gamemastering scratches every storytelling instinct I have. It’s writing, directing, editing, improvisation, performance, and collaboration happening in real time with the players. After running games across a wide range of systems and tones, I’ve learned to adapt to what a group is looking for and build sessions around the rhythm that develops at the table, whether that means investigation, horror, character drama, tension, absurdity, or all of the above. My goal is always to make the world feel responsive and alive while giving players enough freedom to surprise both themselves and me.

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Character creation

Creating your character

The campaign will offer two character creation options. 1. Select from a list of pre-generated Delta Green agents and will be provided with character details ahead of the campaign. This option will provide quick access to a character built with stats, skills, and a profession, but motivations, bonds, and backstory will be yours to create. 2. Follow the steps from the Agent's Handbook or the Quickstart guide to create your Agent with assistance from me, including help with motivations, bonds, and backstory, as well as guidance on how to start. Depending on the group's preference, this can be done via Discord before Session 1, or we can have a session 0 where character creation is completed as a group, including determining group dynamics and themes, as well as exploring the character sheets and Foundry interface, establishing the tone, going over content, and getting to know each other as players before the characters are fully introduced.

What to expect

Preparing for the session

Prepare for the operation by downloading the free Delta Green Need to Know quickstart rules: https://www.drivethrurpg.com/en/product/175760/delta-green-need-to-know-free-starter-rulebook Welcome to Delta Green! To keep onboarding smooth and get into play without delay, complete the steps below before the session. Nothing here is difficult, but doing it ahead of time avoids technical friction once we begin. What we are using • Foundry: the virtual tabletop where the game takes place • Discord: https://discord.gg/pw262FFCFy Preparation Steps You will receive a direct invitation link to the Foundry game. Open the link in a browser. No account is required. A password will be provided. If you are unfamiliar with Foundry, review the basics here: https://foundryvtt.com/article/player-orientation/ Optional, but useful • Use Chrome or Firefox for best performance • Headphones recommended • Join Discord before the session to confirm audio works Once inside Foundry, you will only need to move your token, roll when prompted, and follow along. Everything else will be handled in the session.

What Dan brings to the table

// BREIFING Extensive Delta Green materials will be provided, including briefing documents, background information, lore, handouts, and access to the Agent's Handbook during play. This campaign begins before your characters are recruited into Delta Green, allowing both new and experienced players to discover the setting, tone, and mechanics gradually through play. In Delta Green: Night Watch, Agents will confront strange disappearances, unexplained deaths, missing persons, forgotten places, and seemingly unrelated incidents that reveal disturbing connections. Every operation uncovers new questions, and every answer comes with a cost. At the table, I provide guidance, immersive handouts, NPC voices, ambient music, sound effects, in-world recordings, and a strong theater-of-the-mind experience. There is room to investigate, question, hesitate, and make mistakes. The pacing is deliberate, the world responds to your actions, and the consequences of those actions matter.

Homebrew rules

I run Delta Green largely by the rules as written, using very few homebrew rules. However, when the "rule of cool" is employed, it is in response to interesting choices or a reactive world and always favors fairness to the player and the group. My table style emphasizes investigation, roleplay, and problem-solving over tactical movement or rules minutiae. Most scenes are run in theater of the mind, with the focus placed on what your Agent does, how they do it, and how the world responds around them. When circumstances become dangerous, uncertain, or consequential, the dice come out. Some of the best moments in Delta Green emerge from failed rolls, unexpected successes, and the consequences that follow. The goal is not to roll often. The goal is to roll when it matters.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Dan creates a safe table

Player comfort comes first. This is a Delta Green campaign with a sustained, serious tone. The material is not softened once play begins. My approach is to be clear about what the game is, so you can decide if it is for you. Think of it like choosing a ticket to a grounded, psychological horror film. The tone is consistent. The subject matter may go further than expected. Before the session, I outline the tone in plain terms. Delta Green centers on horror, fear, uncertainty, investigation, isolation, and the cost of confronting things that should not be known. This campaign's themes involves paranoia, moral compromise, and the slow erosion of certainty. Violence exists, but it is not the focus. The tension comes from what you uncover and what you choose to do with it. If that does not sound appealing, this may not be the right table for you. During play, the primary safety tool is direct communication. If something becomes uncomfortable, you can speak up immediately or message me privately. We will also use a Foundry module called Table Safety, which allows any player to display a card on screen to pause, stop, or skip content. No explanation is required. If a boundary is raised, we adjust and move forward. After each session, there is time to decompress and step out of character. The intensity stays in the fiction. The table remains controlled, respectful, and collaborative throughout.

Content warnings

Alcohol Use
Blood
Body Horror
Character Death
Cults
Death
Drugs (addiction, use, withdrawal)
Extreme Violence
Fire
Gore
Guns
Hostages
Illness
Mental Illness
Mind alteration
Murder
Nightmares about Traumatic Events
PTSD
Terrorism
Trauma
Violence

Safety tools used

Frequently asked questions