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This was one of the first DG scenarios that I played way back in the day, and this updated version keeps everything that I loved about the original. I really like how this scenario gives the Handler a lot of potential plot points and occurrences that they could use that add a lot to the mystery, but even if you run this scenario as barebones as possible it's still a horrifying and intriguing scenario.
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A wonderful introduction to the setting. Thank you for this great book. Helped me understand what the setting is and what to expect from the game.
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Another 24-carat ball-tearer from Arc Dream and Caleb Stokes. An excellent end to the God's Hunt quartet, though not recommended for first-time Handlers (or players, if we're being honest). There are a lot of moving parts here. Keep good notes.
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Excellent pathway into Delta Green. Looking forward to playing “Last Things Last” and exploring more of the Delta Green world. Thoroughly recommended.
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Gorgeous work. I do wonder if a zip of the individual card images (even just the Major Arcana) could be made available? I'd like to use these as a prop on a VTT, but would rather not have to crop them out of the PDF, if I can help it.
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The setting is vivid, the story is excellent, and the NPCs are deeply moving—just a bit too painful at times.
“mocked by your own empathy.”
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Every time I get twitchy at waiting for DG books to come out per release schedule, I remember that one of the best ever game adventures WASN'T PLANNED to be what it became.
IL is one of the best things I've ever run/read/played in 30 years.
So, as the kids say: "Let them [Arc Dream/DGP] cook".
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This Operation is exceptional for getting new agents into the world of Delta Green. It offers several ethical dilemmas for your players to dive into as they do their best to survive and really question what "complete the mission" really entails.
The foundry edition is pretty convenient for showing handouts, tokens, and stat blocks at a quick glance.
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Beautifully illustrated experimental novel masquerading as an RPG supplement. Player agency is routinely removed in the interests of the story (which might be the point?) and obvious PC actions are routinely blocked as though this were Gygax’s “Tomb of Horrors” (no, your trained Delta Green agents cannot ever catch anyone who the story doesn’t want you to catch). Unplayable but possibly worth mining for ideas.
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Haven't run it yet but it's by far my favorite campaign to read. I was on the edge of my seat as I was reading it and it's a campaign book. Absurdly well written and though the price is high I think it's worth it!
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Very good ideas to give depth to your agents, but possibly also to NPCs ;)
I recommend it.
De très bonne pistes pour donner de la profondeur à vos agents, mais éventuellement aussi à des PNJ ;)
je vous le recommande.
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An excellent Delta Green campaign full of the most surreal, bizarro horror I've ever read, which is exactly my jam. It requires a lot of work to tailor it to your characters, because the horror of this campaign is very personal, but it's very worth it.
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As usual in a Ben Baugh game, The Dreadful Secrets of Candlewick Manor is delightfully written, combining witty writing with bleak imagery brilliantly. If you want to know what a great sandbox campaign can look like, this is the example to strive for - layers upon layers waiting for a group of curious players to explore; engaging associations, people, places and yes, even monsters; intriguing new mechanics which perfectly adapt the typical Monsters and Other Childish Things play experience to the themes that this campaign setting explores.
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It was amazing!!! It was mind-blowing.
The adventure has combat, infiltration, mystery, investigation, interesting characters and great enemies.
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Very useful! You get the character creation rules in Foundry, which is great for the players, and the Last Things Last starter operation, with images, maps, and all the info for the Handler in a convenient layout. The landing page is useful for other operations you can run, as well.
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