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Delta Green: Impossible Landscapes
Verlag: Arc Dream Publishing
von Brian D. [Verifizierter Käufer]
Hinzugefügt am: 01/27/2021 18:28:43

Seized by the terrifying wonders contained in its pages, I feel the need to evangelize and tell everyone that this is one of the most fabulous game books I’ve ever owned.

For those in the dark, Delta Green is a role-playing game set in the present where players take on the roles of covert agents who “fight to save humanity from unnatural horrors—often at a shattering personal cost.” Like the Call of Cthulhu RPG, from which DG first developed, this isn’t an RPG about crawling through dungeons and slaying dragons in a quest for glory, treasure, and ever more power. Instead, it’s a game about facing off against horrors beyond human comprehension and trying to make it to the next day. While characters (called “Agents” in DG) might become more skilled as they progress, they also become mentally and physically damaged by the forces they face. Victory isn’t about vanquishing some Dark Lord for all time—it’s about staving off the apocalypse for a little while longer. It’s about horror and survival.

As a campaign book, Impossible Landscapes is for gamemasters (called a “Handler” in DG) and contains secrets to be unleashed on the players. The campaign itself is a series of four interconnected adventures, but the book is more. So much more. Believe me when I say that this book can easily keep a game group occupied for months or years.

Impossible Landscapes focuses on a particular type of horror: surreal horror. The terrors conjured out of the human mind and given shape, the absurd presented as ordinary, the inability to know if what an Agent is perceiving is real, the gnawing fear that everything around an Agent is an elaborately-staged play—these are the kinds of horrors the Agents can expect. Surreal horror is tailored to the particular details of the Agents and requires a Handler to think carefully about the minds of those characters. Fortunately, Detwiller provides ample advice, examples, NPCs, artifacts, and images so that the Handler has the resources they need.

Just as the in-world play The King in Yellow reaches beyond the page and opens the reader to the ministrations of its corrupting words, so too does Delta Green: Impossible Landscapes lodge itself like a worm in the mind. It is beautiful to behold, yet sometimes marred by scribbles or marginal notes. But the scribbles too are part of the larger whole—they hint at greater mysteries and suggest that others have read this book, that there is some larger plan at work beyond what the book discusses. They lead the reader to believe what they’re holding is an artifact pulled from some far-off (yet tantalizingly familiar) plane of existence the book describes. It is metafiction in the best possible way—teasing and hinting, giving the Handler entertainment, yes, but also teaching by example. “This is what surreal horror is,” the book says. “This is what it looks and feels like.”

And the art. The art! The book is stunningly gorgeous. Each image, each background, each in-world artifact captured in the book itself screams to be shown off. It helps that Dennis Detwiller is a phenomenal artist. Each page shows a precise attention to detail that serves to create the appropriate tone for the campaign. I often find myself scanning a page for little clues and details that are hidden there, just like a (foolishly) curious Agent. And that’s how it should be—the reader is meant to go deeper and deeper into the text in a search for meaning. It is a wonderful experience.

As an early backer of the project who had access to some of the text before, I have run “Night Floors,” the first adventure in the campaign, a couple of times already. And now I need to run it again, this time armed with the forbidden knowledge to create a complete campaign. Because once the King in Yellow has a hold of you, it never lets go…

10/10, Must Buy!



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