Do authors take a peek at current design-space when creating new games? Should they?

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Am I? Or am I defending myself against specious accusations from someone who didn't understand the intial issue, has admitted he has no clue what mechanics might be helpful, and seems more interested in drama than in talking about design tools for conspiracy games, and whether or not they would have been a helpful addition to DG.

I just provided a list of exactly the sorts of things that would be helpful in writing your own material for a game like DG.
Yes. And just because you are angry about it doesn’t change the fact that your approach on this thread was to come in and attack the man not the argument. You are still doing it.

And, incidentally, all of your suggestions are actually included in the core book already.
 
Yes. And just because you are angry about it doesn’t change the fact that your approach on this thread was to come in and attack the man not the argument. You are still doing it.
I'm not angry about it at all, I just find your myopia frustrating. Call me bemused. You're the one who's getting his knickers in a twist because I suggested that you weren't addressing the OP in a helpful way. And continuing to ignore my legitimate contributions here in favour of pursuing, well, whatever the hell it is you think you're proving here. IDK.
 
I'm not angry about it at all, I just find your myopia frustrating. Call me bemused. You're the one who's getting his knickers in a twist because I suggested that you weren't addressing the OP in a helpful way. And continuing to ignore my legitimate contributions here in favour of pursuing, well, whatever the hell it is you think you're proving here. IDK.
Well, then you might want to adjust your set - because you are coming across as angry.

I was addressing the OP directly and am fully engaged with him still as he wishes to continue. You, as a third party, decided to come in and make an ad hominem attack because you didn’t approve of my contribution. Are you a moderator here? What are you proving?

You haven’t made any contribution here that wasn’t prefixed on attacking myself, and that is the truth of it. The only time you actually made any suggestion about what the game could do, was after you were challenged and they were throwaway enough that the simple counter is that the game book already does these things. Have you got any other suggestions?
 
Does Delta Green have any mechanics or procedures to help the GM keep the different NPCs in motion relative to each other?
No. It's all static.
 
No. It's all static.
That's a problem, yeah. Keeping the background movement organized is a big job. Motivations and clocks might help, plus a mind map of connections. Sticky notes would be my first thought.
 
Group A wants Delta Green to provide mechanics to make the GM's job easier

Group B sees those mechanics as at best unecessary, at worst an interference to the GM doing their job.

They are both right, because this is purely a subjective taste regarding playstyle and how one approaches GMing.

It's also an utter failure of an example of the supposed premise in the OP, but then the premise is a myopic rhetorical question that basically amounts to "should every game be focused mechanically on supporting my preferred playstyle? I think so"
 
Lessa silva makes a cogent point (a rare enough event in and of itself — love you man but you‘ve been on an elfgame overthinking spree) that while some games give you dedicated subsystems for certain activities, others just give you the same basic building blocks as any RPG and you’re on your own.

The fact that DG’s building blocks are top-notch further muddies the issue, but I digress.

An example I constantly run into is domain management. BECMI/RC gives you a whole dedicated system build a stronghold and run a domain at higher levels. AD&D1 is like “so at level 9 you can build a stronghold and attract this many followers” and that’s pretty much it.

(No doubt an artifact of AD&D being conceived as a tournament ruleset, and probably a factor in the extinction of the domain endgame in latter editions.)

When ACKS came out, I remember someone involved with OSRIC (Matt Finch?) decrying it as “Manager Merchant Landlord” for the attention lavished upon domain management subsystems, and Black Vulmea Black Vulmea ’s criticism of (IIRC) the use of morale rolls as an adjudication mechanic for thieves’ guild takeovers. Those struck me as observations from AD&D1 DMs who were used to more leeway and/or less bookkeeping in managing factions, organizations and domains in their games.

I, as someone raised on BECMI/RC (and at a time AD&D2 had given up even on lip service towards the old endgame), welcomed the explicit rules on domains as a coherent mechanism of generating interesting content operating on a smaller degree of GM adjudication. I’m not even much of a spreadsheet guy. I just like having those particular tools in place. I mean, I can screw the temples back on my eyeglasses frame with a socket drive wrench (given a small enough head, of course) just fine, but it comes up often enough that I like having an eyeglass repair kit at home for that.

That being said, I’d love to hear more from the socket driver wrench crowd.
 
But a conspiracy can't be static, so there has to be some mechanics (and procedures can be mechanics) to keep the conspiracy in motion. I haven't seen any such mechanics or procedures. Some GMs may be able to keep enough of that in their head and keep the situation dynamic enough to make an interesting game (and maybe you're one of them). I can't. So without something in the game besides a stack of NPCs, I can't successfully run a good conspiracy.

And honestly, the poor excuses for conspiracies that I'm running in my two Traveller campaigns are starting to fall apart and those games will probably not last much longer. That's part of what ends up being appealing to me about "D&D fantasy" or at least D&D as I started playing it. The GM sets up a "dungeon" (whether writing it up himself or pulling one off the shelf) and the players go at it. The GM responds to the crazy things the players try and everyone has fun. Any time I've seriously diverged from such a setup, the game has ultimately collapsed, or worse, not even got out of the starting gate.
Ok, here goes a sketchy attempt at what a conspiracy framework could contain:

1. Something to track the cell/team EXPOSURE, since hiding your presence and attempting to uncover that of others is the basics of conspiracies. Lots of games these days (Blades, Shadowrun, etc) use an index for it called Heat. Let'as steal that and rename it Exposure for effect.

2. Factions with assets (contacts, safehouses, stashes, etc). Both yours (and that means you must build and mantain it), and the others' (which you will want to disrupt or infiltrate). So, we need some sort of DIAGRAM to track this apparatuses. A crude map on a A4 is enough. Draw a central hub representing you cell/team, and others around it, with respective assets linked by strings. All that for the group to use, and showing only what's uncovered so far. The GM holds in secret another one, but with everything the group didn't uncover yet on it.

3. Some method for tracking time and those factions pushing their AGENDAS and goals. For that we create their agendas proper and some track to show progress toward those. Let's call it the "Agenda Meter". Let's create 2 triggers for those: 1) Time itself, that we could track on a session basis. Each session that ends, you move all factions "agenda meter" one tick further. Other ones could be a reaction to the pc actions. So each mission that fails, it's one tick further for some factions' Agenda Meter. Yet another could be based on Exposure: it goes up, Agendas goes up too as the factions trigger contigency plans.

4. Now we need a list of DOWNTIME actions for the players to do between missions that's about pushing their conspiracy or twarting others. Let's use what Delta Green already gives us? So, each Donwtime every players has 1 action:
- A. work on a project: player starts his own "Project Meter" to implement cell conspiracy assets (informants, safehouses, secret stashes/green boxes, dead drops, wiretaps, expert contacts, etc). each giving some sort of advantage or bonus for the team later. 10 is a good number. Just watch a couple spy movies and steal the ideas.
- B. Engage therapy (to regain Sanity)
- C. Stay with your family (to regain Bonds/strenghten relationships with a relative or friend - in Delta Green this is a buffer to Sanity loss)
- D. Do an operation: let's start with three. Breaking & Entering (social or physical) for getting intel on other factions; Diversion, for disrupting an opponent asset or operation. Raid/Assasination, for eliminating a rival faction asset (physical or human). This may trigger a full-blown session to see how the operation goes, or the group may opt to zoom-out and roll for the results.
Have each one of these be a roll where failure means the Exposure rating goes up and the other factions start taking notice of your actions and assets. Have a big table for rolling complications when that Exposure reach certain thresholds: your network of contacts gets busted, your safehouse ransacked, your agents get tapped, your relatives receives a threatening letter.

5. Make the field open for missions coming from high ups. So, we can insert unrelated "Monsters of the week" sessions here and there for variatation AND as a consequence of other factions Agenda Meter rising.. so March Technologies Meter reached the "agressively takover of Maas Biolabs for their datavault on the unnatural" and the GM can create a scenario based on this where the group must disrupt March Tech agenda by parachuting into a Peru offsite in the amazonian forest to fuck up their op.

Optional: players must find new recruits to pass the mantle when they die. Your character battle may be over but the war against the Unnatural wages on. (so let's add another dowtime action: - E. Train your substitute. Here we take Glory from Pendragon and turn it into a metter that you feed progressively. When you die, this dictates the level of training and resources of your new agent.)

I can't think of anything else. But I think THIS is a good start for a conspiracy game. You continue having monster of the week here and there but now it's weaved into a spycrafdt framework that makes the conspiracy actionable by the players. And all this meshed with the kind of chokingly awesome AMBIENCE and HORROR that Delta Green already does so well. :grin:
 
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riving
Ok, here goes a sketchy attempt at what a conspiracy framework could contain:

1. Something to track the cell/team EXPOSURE, since hiding your presence and attempting to uncover that of others is the basics of conspiracies. Lots of games these days (Blades, Shadowrun, etc) use an index for it called Heat. I suggest we call that Exposure.

2. Factions with assets (contacts, safehouses, stashes, etc). Both yours (and that means you must build and mantain it), and the others' (which you will want to disrupt or infiltrate). So, we need some sort of DIAGRAM to track this apparatuses. A suggest a map like those cokboard ones. Draw a central hub representing you cell/team, and others around it, with respective assets linked by strings. All that for the group to use, and showing only what's uncovered so far. The GM holds in secret another one, but with everything the group didn't uncover yet on it.

3. Some method for tracking time and those factions pushing their AGENDAS and goals. For that we create their agendas proper and some track to show progress toward those. Let's call it the "Agenda Meter". Let's create 2 triggers for those: 1) Time itself, that we could track on a session basis. Each session that ends, you move all factions "agenda meter" one tick further. Other ones could be a reaction to the pc actions. So each mission that fails, it's one tick further for some factions' Agenda Meter.

4. Now we need a list of DOWNTIME actions for the players to do between missions that's about pushing their conspiracy or twarting others. Let's use what Delta Green already gives us? So, each Donwtime every players has 1 action:
- A. work on a project: player starts his own "Project Meter" to implement cell conspiracy assets (informants, safehouses, secret stashes/green boxes, dead drops, wiretaps, expert contacts, etc). each giving some sort of advantage or bonus for the team later. 10 is a good number. Just watch a couple spy movies and steal the ideas.
- B. Engage therapy (to regain Sanity)
- C. Stay with your family (to regain Bonds/strenghten relationships with a relative or friend - in Delta Green this is a buffer to Sanity loss)
- D. Do an operation: let's start with three. Breaking & Entering (social or physical) for getting intel on other factions; Diversion, for disrupting an opponent asset or operation. Raid/Assasination, for eliminating a rival faction asset (physical or human). This may trigger a full-blown session to see how the operation goes, or the group may opt to zoom-out and roll for the results.
Have each one of these be a roll where failure means the Exposure rating goes up and the other factions start taking notice of your actions and assets. Have a big table for rolling complications when that Exposure reach certain thresholds (your network of contacts gets busted, your safehouse ransacked, your agents get tapped, your relatives receives a threatening letter).

5. Make the field open for missions coming from high ups. So, we can insert unrelated "Monsters of the week" sessions here and there for variatation AND as a consequence of other factions Agenda Meter rising.. so March Technologies Meter reached the "agressively takover of Maas Biolabs for their datavault on the unnatural" and the GM can create a scenario based on this where the group must disrupt March Tech agenda by parachuting into a Peru offsite in the amazonian forest to fuck up their op.

I can't think of anything else. But I think THIS is a good start for a conspiracy game. You continue having monster of the week here and there but now it's weaved into a spycrafdt framework that makes the conspiracy actionable by the players.
Yep, its a creative thing for you to do in the way your structure your campaigns.

But, for me, I wouldn’t like any of this in my Delta Green game. Maybe other games - I mean Conspiracy X had you building a cell something akin to a modern day version of Ars Magica in a way. I’d find a lot of this to be a distraction for players, particularly if they start driving the game towards gaining Exposure points and so on. The focus, when I play or run Delta Green is generally focussed on the scenario on hand with the conspiracies building in the background as a story arc.
 
The trick with that Blades frame work is slimming it down and making it work with the existing rules set.
 
That said, all you have mentioned is procedures with how the PCs engage the factions. But how does the GM determine what is going on behind the scenes? A conspiracy implies things are going on that aren't seen, but they need to be a consistent whole in order for the PC investigation to start collecting clues to break the conspiracy. That's the stuff I have never seen any support for.
I'd say that different conspiracy games are built to different expectations. Night's Black Armies has the Conspyramid because it's primary inspiration is Bourne movies. The PCs are going to fight their way up the Pyramid and smack the boss at the top. You can win.

With Delta Green, expectations are more grounded. While NBA is a thriller, Delta Green is horror, and Lovecraftian Horror at that. You never see the big picture. It's closer to a Le Carré novel. You might have an adventure where you tangle with the KGB, but there isn't an expectation you will end the campaign punching Khrushchev on the jaw. A Conspyramid doesn't make as much sense. Adventures tend to be built on a more personal scale.

Like Call of Cthulhu before it, one of the best things about Delta Green is that it has published adventures that are actually good! Music from a Darkened Room, The Night Floors, Future Perfect, Convergence. If you don't know what to do with the game, pick up a few adventures to get a feel for it. It's a game that excels at individual adventures, and it has great downtime mechanics that work well with it being a game where adventures are a sometimes thing in the PCs lives.

That said, if I wanted more concrete mechanics for dealing with what conspiracies are up to between sessions, I'd probably just mash together the Cult rules from Silent Legions, and the Faction rules in Stars Without Number (and the forthcoming Worlds Without Number).
 
Baulderstone Baulderstone , you can have conspiracies at low/ground-level too. Any pack of entities can result in a conspiracy, even if it's just a street or an aparment building. And that wouldn't contradict the kind of horror and ambience that Delta Green excels at, nor stop players from continue playing it "monster of the week" mode with the (excellent) scenarios existing.
 
Baulderstone Baulderstone , you can have conspiracies at low/ground-level too. Any pack of entities can result in a conspiracy, even if it's just a street or an aparment building. And that wouldn't contradict the kind of horror and ambience that Delta Green excels at, nor stop players from continue playing it "monster of the week" mode with the (excellent) scenarios existing.
Thing is, many of these scenarios are not ‘monster of the week’ and what you described above would be a distraction for my gaming group in terms of our preferred style of play for Delta Green.
 
T Trippy , answer this honestly: do you like The Labyrinth ? I ask because everywhere I see (here, RPGnet, Reddit, Gauntlet, etc), the Labyrinth is lavishly praised by all Delta Green fans. Which sounds pretty contradictory to me, since the Labyrinth is exactly the kind of structure I'm advocating here: a framework with ready-made factions with agendas and a method for the players to entangle with and make those agendas progress based on the players actions and choices, exactly like Clocks from Blades.

So, forgive my honesty, and please don't feel offended because that's not my intention (it never is, I'm a very cool guy, Tristram was the only I tried to purposely offend in a very long time), but I think you're lying to yourself here. If Delta Green 3E was released tomorrow with a similar structure to that I described above on a handful pages on the new Handlers' Guide, I bet MY ASS that you (and the vast majority of fans) would praise it. This sounds to me like that old pattern..

- Pendragon is released with personality mechanics.
- players go BOOOHHH! personality mechanics is bad!!!!!
- time passes and players give a chance to those mechanics and get familiarized with it.
- Pendragon is amazing!!!!

- Delta Green 2E is released with downtime and bonds and social degradation.
- players go BOOOOHHH! I DONT THAT IN MY DELTA GREEN!!! GO AWWAY!
- time passes and players give a chance to downtime and get familiarize with it
- HOOHA! Delta Green donwtime is awesome!!

- The Labyrinth is released with factional framework.
- players go....

Well, you get it.
 
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I think what silva is getting at is part of why I have never found conspiracy gaming to be something I can enjoy running. It's all fine and good to set up various factions, but without mechanics that support plotting out the faction's activities and mechanics for the players to engage in them (join them, confront them, discover them, help hide them, be caught up in them, etc.), the whole conspiracy theme falls apart.

I suspect some GMs are able to fake it well enough to make an interesting game. I know I can't...

So while my games MIGHT involve some "conspiracies" they will actually be pretty shallow and the game will really be about something else...
That’s a weakness others don’t share. Mechanics for Joining, Confronting, Discovering, Hiding Conspiracies? If there were mechanics for all that, you’d be playing a Delta Green version of Arkham Asylum.
 
T Trippy , answer this honestly: do you like The Labyrinth ? I ask because everywhere I see (here, RPGnet, Reddit, Gauntlet, etc), the Labyrinth is lavishly praised by all Delta Green fans. Which sounds pretty contradictory to me, since the Labyrinth is exactly the kind of structure I'm advocating here: a framework of ready-made factions with agendas and a method for the players to entangle with and make those agendas progress, exactly like Clock from Blades.

So, forgive my honesty, and please don't feel offended because that's not my intention, but I think you're lying to yourself here. If Delta Green 3E was released tomorrow with a similar structure to that I described above on a handful pages on the new Handlers' Guide, I bet MY ASS that you (and the vast majority of fans) would praise it. This sounds to me like that old pattern..

- Pendragon is released with personality mechanics.
- rpg players go BOOOHHH! personality mechanics is bad!!!!!
- time passes and players give a chance to those mechanics and get familiarized with it.
- Pendragon is amazing!!!!

- Delta Green 2E is released with downtime and bonds and social degradation.
- players go BOOOOHHH! I DONT THAT IN MY DELTA GREEN!!! GO AWWAY!
- time passes and players give a chance to downtime and get familiarize with it
- HOOHA! Delta Green donwtime is awesome!!

- The Labyrinth is released with factional framework.
- player go....

Well, you get it.
Yes I do, because it is an inspiration for scenarios with various groups and individuals, well written up with advice about how to introduce them into your campaigns, that you can choose to integrate into your campaigns as you wish. The different organizations are basically set out like they are in the core book - there is just more of them.

What it isn’t is a prescribed structure about how to mechanically drive a campaign which is what you described above.

And like I say, I am not adverse to the approach you have - so having a more structured approach to campaigning with Pendragon is great for example. However, not all games need to be structured the same way, and Delta Green is one of those games that I prefer to have a concise system that basically gets out of the way of the written material. I want players to focus on the narrative of the scenario, not the mechanics of the game play.
 
What it isn’t is a prescribed structure about how to mechanically drive a campaign which is what you described above
It totally is that: each faction has an agenda and a step by step of how they change based on triggers like players intervention or time passing. There are hooks to get the players entangled with them, and for the GM to create adventures based on those, or to change existing ones with that objective.

The difference is that it's all explained verbosely, instead of thorugh some OSR-like table or "clocks". Which shows your pet peeve is with the form, not the susbtance.
 
It totally is that: each faction has an agenda and a step by step of how they change based on triggers like players intervention or time passing. And there are lots of hooks and triggers in place to get the players entangled with them, and for the GM to create adventures based on those, or to change existing ones with that objective.

The difference is that it's all explained verbosely, instead of thorugh OSR-like tables or "clocks". Which shows your pet peeve is with the form, not the susbtance.
They have the same format in the corebook for the groups presented.

And no, its not presented as a mechanical structure for game play in the way you described above. They include discussions of how to introduce them into ongoing campaigns over time - just like they did in previous editions with other groups. It isn’t a question of verbosity - its about quality write ups for inspiring groups you can throw into your own campaigns as you wish. You would not be able to get across the information or atmosphere of the descriptions made in the writings if you replaced it with random tables and charts. There is no genuine comparison here.
 
so having a more structured approach to campaigning with Pendragon is great for example.


Also worth noting that the reception to Pendragon in 1985 was also almost exclusivelly across the board great...y'know, just in case one were to attempt to invent a made-up history to try and prove a point...
 
Also worth noting that the reception to Pendragon in 1985 was also almost exclusivelly across the board great...y'know, just in case one were to attempt to invent a made-up history to try and prove a point...
Someone posted here saying he/she remembered the time, and that it was bashed and criticized at the time at it's release due to it's unconventional mechanics for the time. So I'm just basing my point on that. Anedote for anedote, the pattern I see in the rpg community makes it clear what side to believe for me. :wink:

BTW, how about you address my point about what The Labyrinth provides and stop dodging?
 
But how about you address my point about what The Labyrinth provides and stop dodging?
Well, it doesn’t make sense. The format used for writing up groups in The Labyrinth is the same that is used for the groups in the core book. It isn’t a structure for how to design a conspiracy game that you described before - there isn’t any discussion of downtime or Exposure points or anything like - it is just complete write ups for various groups that can aid or abet your PCs, and how you can include them in a narrative.
 
Well, it doesn’t make sense. The format used for writing up groups in The Labyrinth is the same that is used for the groups in the core book.
It's not. It adds a progress "clock" to each faction, explicitely called "Stages 1, 2, 3, etc", based on the players actions, with prompts like "Stage 2 kicks in if the players do...". and gives advice on how to make the players entangled with those. This is excatly the same thing as "progress clocks" from blades, but in textual form.

Will I need to cite the book pages?
 
Also worth noting that the reception to Pendragon in 1985 was also almost exclusivelly across the board great...y'know, just in case one were to attempt to invent a made-up history to try and prove a point...
To be honest, I don’t really think the personality mechanics of Pendragon or Delta Green is really on point in this discussion. However, when we started to play The Great Pendragon Campaign last year (or previous, I forget), the game play is put together in a very structured way. Year by year, checking for family events, economics, etc. For me, this would not actually be something that would interest me much in a Delta Green campaign - because the immersive atmosphere of the horror from each given scenario is more important than working out the household management of characters 'off screen’. Just a different type of game, for me.
 
AD&D1 is like “so at level 9 you can build a stronghold and attract this many followers” and that’s pretty much it.
You mean besides Castle Construction rules that go so far as to factor in the earthmoving capabilities of almost every bipedal labourer you could find, right? :shade:
 
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the premise is a myopic rhetorical question that basically amounts to "should every game be focused mechanically on supporting my preferred playstyle? I think so"
Except 1) my advocation is for procedures or frameworks, not necessarily mechanics, and 2) it's totally about something the game sells on the cover (Conspiracies) but the actual advice on the book doesnt' support.
 
It's not. It adds a progress to each faction, called "Stages 1, 2, 3, etc", based on the players actions and how the campaign unfolds, and gives advice on how to make the players entangled with those. This is the same thing as a "progress clock" from blades, but in textual form.

Will I need to cite the book pages?
Well, again, Stage 1, 2 and 3 was how Tynes always wrote up his stuff - right back in Delta Green: Countdown you can see him doing the same thing with his Hastur stuff. In fact they do this in lots of games. But these are not providing gaming structures in a mechanical sense to build a conspiracy - you are not monitoring any points or even have to do it in any formatted way. It isn’t what you described above.

They are merely showing how you can slowly introduce a story arc involving each respective group into an ongoing campaign - as a point of an example and story inspiration. You get the same effect when any given scenario breaks down events scene by scene too.
 
Trippy, stop running in circles. I'm not advocating for mechanics necessarily. But procedures, frameworks, advice, tips, tables, hyeroglyphs, etc. You know, ANYTHING that allows the helps players to engage with the "conspiracies" that are sold on the cover, instead of depending on the GM mood for it's scenario of the week.

And Labyrinth provides exactly that, or a part of. Whatever the form. I'm not worried about the form, you are.
 
Nor am I advocating for mechanics necessarily. But procedures, frameworks, advice, tips, tables, language of defs, etc. You know, ANYTHING that allows the players to engage with the "conspiracies" that are sold on the cover, instead of depending on the GM mood for it's scenario of the week.
Well, like I say, if you are now giving The Labyrinth as an example, and take the point that actually the groups in the core book are formatted in the same way, then it does do that, evidently. And again, I’ll point out that the Handler’s Guide and The Labyrinth are not for players eyes at all. The scenarios and background material is read up by the Handler, who molds it as they see fit, and then introduce elements of the mysteries on offer to the players through well constructed scenarios. That is how it is done.
 
I picked up the Labyrinth pdf but haven't read it yet because I've been doing Warhammer lately. Looking at it now, I don't see a single game mechanic - outside stats for some NPCs - in the write-ups of the factions. It's just background and advice on how to use them. There's nothing mechanical, procedural, table generated, etc, about it.
 
Well, like I say, if you are now giving The Labyrinth as an example, and take the point that actually the groups in the core book are formatted in the same way, then it does do that.
Please, refer to some of my above answers. I've already disproved that.
 
Please, refer to some of my above answers. I've already disproved that. And repeating something won't make it true.
No you haven’t. Refer to your own posts.
 
So, my question is: do authors look for what's out there when creating their games? Should they? Is a look at the design-space around you desireable? Also, are there specific demographies or subcultures that do this more than others? I have a suspicion that older games fanbases tend to be more insular and attached and thus more prone to ignore whats out there, while newer games fanbases are naturally more, "ecclectic". But it's just anecdote.
To the original question, weirdly worded as it is... do they? Couldn't say. Should they? Grab whatever inspiration inspires. To the maybe too political for this board if I'm understanding it correctly implication regarding fanbases of old vs new products, there's no need to tailor design to fit every or any particular market. You like your newer games, want to appeal to their fanbases, focus on that. You like older games, want to appeal to their fanbases, focus on that. Not everything is for everyone.
 
I picked up the Labyrinth pdf but haven't read it yet because I've been doing Warhammer lately. Looking at it now, I don't see a single game mechanic - outside stats for some NPCs - in the write-ups of the factions. It's just background and advice on how to use them. There's nothing mechanical, procedural, table generated, etc, about it.
Exactly! Its a great book, but is nothing to do with what Silva has been describing. Its a bunch of write ups for groups you can include in your campaigns. That is it!
 
Ok, here goes a sketchy attempt at what a conspiracy framework could contain:

1. Something to track the cell/team EXPOSURE, since hiding your presence and attempting to uncover that of others is the basics of conspiracies. Lots of games these days (Blades, Shadowrun, etc) use an index for it called Heat. Let'as steal that and rename it Exposure for effect.

2. Factions with assets (contacts, safehouses, stashes, etc). Both yours (and that means you must build and mantain it), and the others' (which you will want to disrupt or infiltrate). So, we need some sort of DIAGRAM to track this apparatuses. A crude map on a A4 is enough. Draw a central hub representing you cell/team, and others around it, with respective assets linked by strings. All that for the group to use, and showing only what's uncovered so far. The GM holds in secret another one, but with everything the group didn't uncover yet on it.

3. Some method for tracking time and those factions pushing their AGENDAS and goals. For that we create their agendas proper and some track to show progress toward those. Let's call it the "Agenda Meter". Let's create 2 triggers for those: 1) Time itself, that we could track on a session basis. Each session that ends, you move all factions "agenda meter" one tick further. Other ones could be a reaction to the pc actions. So each mission that fails, it's one tick further for some factions' Agenda Meter. Yet another could be based on Exposure: it goes up, Agendas goes up too as the factions trigger contigency plans.

4. Now we need a list of DOWNTIME actions for the players to do between missions that's about pushing their conspiracy or twarting others. Let's use what Delta Green already gives us? So, each Donwtime every players has 1 action:
- A. work on a project: player starts his own "Project Meter" to implement cell conspiracy assets (informants, safehouses, secret stashes/green boxes, dead drops, wiretaps, expert contacts, etc). each giving some sort of advantage or bonus for the team later. 10 is a good number. Just watch a couple spy movies and steal the ideas.
- B. Engage therapy (to regain Sanity)
- C. Stay with your family (to regain Bonds/strenghten relationships with a relative or friend - in Delta Green this is a buffer to Sanity loss)
- D. Do an operation: let's start with three. Breaking & Entering (social or physical) for getting intel on other factions; Diversion, for disrupting an opponent asset or operation. Raid/Assasination, for eliminating a rival faction asset (physical or human). This may trigger a full-blown session to see how the operation goes, or the group may opt to zoom-out and roll for the results.
Have each one of these be a roll where failure means the Exposure rating goes up and the other factions start taking notice of your actions and assets. Have a big table for rolling complications when that Exposure reach certain thresholds: your network of contacts gets busted, your safehouse ransacked, your agents get tapped, your relatives receives a threatening letter.

5. Make the field open for missions coming from high ups. So, we can insert unrelated "Monsters of the week" sessions here and there for variatation AND as a consequence of other factions Agenda Meter rising.. so March Technologies Meter reached the "agressively takover of Maas Biolabs for their datavault on the unnatural" and the GM can create a scenario based on this where the group must disrupt March Tech agenda by parachuting into a Peru offsite in the amazonian forest to fuck up their op.

Optional: players must find new recruits to pass the mantle when they die. Your character battle may be over but the war against the Unnatural wages on. (so let's add another dowtime action: - E. Train your substitute. Here we take Glory from Pendragon and turn it into a metter that you feed progressively. When you die, this dictates the level of training and resources of your new agent.)

I can't think of anything else. But I think THIS is a good start for a conspiracy game. You continue having monster of the week here and there but now it's weaved into a spycrafdt framework that makes the conspiracy actionable by the players. And all this meshed with the kind of chokingly awesome AMBIENCE and HORROR that Delta Green already does so well. :grin:
So like Tristram said, this is just another “An RPG designer didn’t fill their game with meta-mechanic bullshit like XxxX does, and I think they should.” whinefest.

You could rattle all that off from the top of your head, so you already have all the tools you need to incorporate other game‘s mechanics into Delta Green, namely all those other games.

All the things you want to keep track of can be done by GM‘s (and has been) without any meta-mini games. You like the meta-mini games though so you can always put them in. You don’t want to have to do it yourself though. Lazy?

Hey, here’s an idea...maybe the authors of Delta Green are familiar with all the games you’re talking about, they just didn’t feel putting those mechanics in was possible due to space, wasn’t necessary, or even wasn’t desirable.
 
I picked up the Labyrinth pdf but haven't read it yet because I've been doing Warhammer lately. Looking at it now, I don't see a single game mechanic - outside stats for some NPCs - in the write-ups of the factions. It's just background and advice on how to use them. There's nothing mechanical, procedural, table generated, etc, about it.
See the "Stage 1, 2, 3" sections for each faction. Those define how the factions evolve and change based on players actions.

That is exactly the kind of procedure and support I'm advocating for here.
 
See the "Stage 1, 2, 3" sections for each faction. Those define how the factions evolve and change based on players actions.

That is exactly the kind of procedure and support I'm advocating for here.
We can see the same things that you are referring to, but these are simply a suggested order of exposition to introduce groups into an ongoing campaign. They’ve done it before - and they are not mechanically driven, they are just plot points. They have absolutely nothing to do with mechanics or procedures that you described above.
 
See the "Stage 1, 2, 3" sections for each faction. Those define how the factions evolve and change based on players actions.

That is exactly the kind of procedure and support I'm advocating for here.
It isn't procedural at all though. There's nothing mechanical. Example, "Stage One" for the Center of Missing Child suggests the PCs can meet an agent ideally with a missing child case. It has wording like "he could be lost in the shuffle" and "contrive a situation... maybe he tails the agents". This is just general advice like you get in any GMing section, not play procedures. The "meta-mini game" CRKrueger CRKrueger references is completely absent here.
 
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