There have been a number of introductory scenarios for jumpstarting a Delta Green campaign. Adam Scott Glancy’s Puppet Shows and Shadow Plays is the OG. And while it's not without issues, it’s still among the best.
For a start it gets 10/10 for tone and genre. More than any Delta Green scenario I’ve played, Puppet Shows really scratches the detective procedural itch. Most Delta Green scenarios have a murder mystery or disappearing person(s) premise, but this premise tends to blur quickly into other genres (body horror, bug hunt, surreal horror). Puppet Shows hews more consistently to the tropes. Players get to fully immerse themselves in the roles of True Detectives, pursuing answers to murders both gory and intriguing. It’s rare for our table to spend a full thirty minutes puzzling over evidence without anyone getting bored, GM included.
Equally outstanding is the setting of Arizona. Its contemporary Western feel is super evocative and a nice break from the alternating white small-town backwaters or big city locales that situate most other DG scenarios. If approached with sensitivity, the reservation-federal politics add a welcome wrinkle of complexity. We foregrounded this by having one of our team play a member of the tribal police assisting the feds.
The downsides pertain to the railroaded way in which much of the scenario is written. First published in the 90s, Puppet Shows bears the linear markings of too much of that era’s adventure design. Now, there’s nothing wrong with a degree of predetermination. After all, this is a murder mystery: there is only one possible murderer and the players WILL find that person provided they don’t utterly fail at being detectives.
But a mystery scenario should offer a range of avenues to arrive there. Clues need to be sufficient and ideally discoverable in a few different ways and places. Puppet Shows falls short here. There is one key clue that players are unlikely to unearth without heavy GM prompting (so much so that the scenario suggests local law enforcement can just find it if the players don’t). And there’s one essential location which has insufficiently compelling leads pointing players there; leads so absent that a dream sequence of all things is suggested as a means of telling the players they should go there. I highly encourage GMs to concoct a few additional leads and clues that give the players greater agency.
These design choices may derive from the fact that Puppet Shows was originally angled at first-time players. Apparently such players needed hand-holding while they got comfortable with the system and setting. This might have made sense in the 90s, when Puppet Shows was the only introduction to Delta Green. But in 2024, this scenario is the go-to introduction for playing Delta Green in the 90s. That difference makes all the difference. And whether they’re experienced or novice, players don’t need to be railroaded. They certainly don’t need NPCs or GM-initiated dream sequences doing their detective work for them.
And yet…Puppet Shows gets so much right on the macro scale. The premise, the villain, the escalating mystery, the showdown, the hints of mysterious benefactors and governmental antagonists - these are a compact yet flexible kit of parts with which to get players hooked on a Delta Green campaign.
The proof is in the playing. There are objectively better written and designed Delta Green scenarios. But few have been as enjoyable for myself and my players.
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