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Delta Green: Agent's Handbook

von Arc Dream Publishing

Weitere Autoren: Christopher Gunning, Shane Ivey, Greg Stolze

Reihen: Delta Green (APU8107), Call of Cthulhu RPG (APU8107)

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523494,889 (4.31)Keine
"The AGENT'S HANDBOOK is a players-only core rulebook of DELTA GREEN: THE ROLE-PLAYING GAME. This new incarnation of the award-winning DELTA GREEN game line includes: Rules for creating agents, with dozens of professions from throughout the U.S. government and the civilian world. Rules for tense, fluid investigations. Players who use their agents' skills in clever ways have the best chance to succeed and survive. Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body. Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma and sometimes snap in an instant from overwhelming terror. Rules for "home" scenes where players can see what their agents are fighting for Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time. Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents. Terrifying full-color illustrations by co-author Dennis Detwiller. Further terrors can be found in Delta Green: Need to Know, a quick-start version of the rules which includes a scenario and a sturdy and useful Handler's (game moderator's) screen; and in the core rulebook of Delta Green: The Role-Playing Game, which includes everything from the Agent's Handbook and massive resources just for the Handler.." -- Back cover.… (mehr)
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This is honestly the best role-playing rulebook I have ever held in my hand. And I am not talking about the rules or the setting, because those are, as always and at least to some degree, a matter of personal preference. I like them, obviously, or I would not have bought this book and taken the time to write such a long review.

If the setting of Delta Green seems at all interesting to you, I highly suggest you download the free quickstart and have a look at it! And then go and buy yourself a physical copy of this book, it's totally worth it. Reading the digital version does not do it justice.

THE BOOK ITSELF:

- Binding & physical quality are awesome, it feels like I could use it for years and it would not come apart.
- The design is the best I've seen. It fits setting and theme of the game perfectly, helps me find information fast, there are helpful overviews and summaries, it's easily readable, the illustrations are great - just looking into the book makes me want to play Delta Green.
- The table of contents, glossary and index are very clear and helpful, one of THE most important things in an rpg rulebook!
- Additionally to that, short paragraphs with headlines that stand out to the eye help you find what you are looking for.
- It's full colour, which I usually don't need in a role-playing book, but here it definitely adds to the quality.
- I dig the matte cover.
- Also: serif font. More and more rpg books use sans serif font for their main text and I wish people would learn that those are just not for printed texts!

All in all, the quality in writing, composition and production really impressed me.

THE CONTENT:

The illustrations of seemingly random documents on desks tell their own stories on closer inspection and I just love that.

I'm not going to go very deep into the rules themselves. You either like BRP or you don't. I think it fits this game, but would not use it for others.
The updated rules are easy to understand and make sense, reading them I know a lot of people have put a lot of thought into them. They also come together to create a coherent set of rules, which is important to me. There are optional rules for people who want to roll less or more dice, make the game more tactical or more personal, which is also something I appreciate, since I'm more on the 'less dice rolling'-side of things and there are a lot of different playing styles out there, and Delta Green could be for more than one of them, depending on how you play your game. I like it when a rulebook acknowledges that and supports it.

On the other hand, they are very clear on the intended feeling and contents of the game, that it's about personal horror, and I appreciate that clarity in content and direction/style. I want to know what you want your game to be about, not 176 possible ways I can play it. The introduction paragraphs make it clear what this game is about and transport the intended feeling of Delta Green stories very well.

As a non-US citizen, I appreciate the very informative overview of federal agencies and suggested professions within them. They are not too long, do not dwell on unnecessary details, but tell me who does what, so I can read up on the ones that would be interesting to my scenario or my player character(s).

I would take half a star off for too many tables on equipment. For a game that is about personal experiences and horror, this just seems too simulatory to me and I just know I will have people argueing with me about single numbers and rolls when I try to play it at a convention. A lot of tables tend to appeal to people who love lots of numbers and altough I understand the need to appeal to this particular playing style (because I have a feeling most of the US gamers, which are probably the largest target group for this game, play it very tactically), it seems, to me, to be at odds with the intended goal of the game. But since I can just ignore those tables and make it clear to my players that I will simplify equipment, this really just comes down to personal preference.

I had a lot of fun with the 1st edition of Delta Green and expect I will have even more with this one. I backed the Kickstarter and am still very happy I did. ( )
  booksandliquids | May 3, 2021 |
A brilliant take that updates and upgrades the HP Lovecraft mythos. It is a chilling and nihilistic game of role-playing horror. Very enjoyable and excellent mechanics. ( )
  aadyer | Apr 17, 2021 |
Delta Green,
  Suralon | Oct 3, 2017 |
keine Rezensionen | Rezension hinzufügen

» Andere Autoren hinzufügen

AutorennameRolleArt des AutorsWerk?Status
Arc Dream PublishingHauptautoralle Ausgabenberechnet
Gunning, ChristopherCo-Autoralle Ausgabenbestätigt
Ivey, ShaneCo-Autoralle Ausgabenbestätigt
Stolze, GregCo-Autoralle Ausgabenbestätigt
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"The AGENT'S HANDBOOK is a players-only core rulebook of DELTA GREEN: THE ROLE-PLAYING GAME. This new incarnation of the award-winning DELTA GREEN game line includes: Rules for creating agents, with dozens of professions from throughout the U.S. government and the civilian world. Rules for tense, fluid investigations. Players who use their agents' skills in clever ways have the best chance to succeed and survive. Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body. Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma and sometimes snap in an instant from overwhelming terror. Rules for "home" scenes where players can see what their agents are fighting for Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time. Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents. Terrifying full-color illustrations by co-author Dennis Detwiller. Further terrors can be found in Delta Green: Need to Know, a quick-start version of the rules which includes a scenario and a sturdy and useful Handler's (game moderator's) screen; and in the core rulebook of Delta Green: The Role-Playing Game, which includes everything from the Agent's Handbook and massive resources just for the Handler.." -- Back cover.

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