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Delta Green: Handler s Guide (APU8113) [Dennis Detwiller;Adam Scott Glancy;Kenneth Hite;Shane Ivey;Greg Stolze, Dennis Detwiller;Shsnr Ivey, Dennis Detwiller] on desertcart.com. *FREE* shipping on qualifying offers. Delta Green: Handler s Guide (APU8113) Review: Delta Green ++ PRIORITY ASSET ++ - The counterpart to the "Agent's Handbook", the Handler's Guide is all the information for a ref to help run DG games, or create their own campaigns. Want to run a Delta Green set in another era of the organisation? Back in the eighties, fighting Alzis and The Fate (well, you can't really fight Alzis, but you know . . . ), or in WW2 struggling against the recklessness of the Karotechia? There are rules for that. Tired of your players diagnosing spells and monsters, and want to invent your own to keep them on their toes? There are rules for that. Want an up-to-date bestiary and grimoire to reflect the rather lethal new mechanics? There are rules for that. Need advice and guidance in creating the right atmosphere for a DG game? There are rules for that. Want to know what's happened to the characters and personalities of DG and MJ-12 since the last edition? Well, guess what . . . The Guide is over 300 pages of full-colour text, put together in sanity-blasting clarity and laid out in many places like an intelligence scrapbook. The production is so utterly slick that it oozes (in a non-squamous manner) atmosphere. There are plot hooks and seed ideas littered throughout the text, and the generous illustrations are spot on. Combined with the Agent's Handbook, it makes for an impressive new edition of this brilliant game. Plus, it's such a huge book it could probably inflict 1D4 as an improvised weapon. Having missed the kickstarter, I was so glad to finally get hardcopies of these rulebooks. The care, quality and production standards on these are phenomenal, as was the hardback collection of scenarios "Night at the Opera". I'm now signed up for new projects (such as The Labyrinth) and there's no reason to assume these won't be any different in terms of value and enjoyment. Seriously, the rules and supplements for the previous edition now change hands for hundreds of dollars (or dodgily-scanned PDFs). The same people behind those enthralling publications are writing the new generation of material. Do yourself a favour and get the gorgeously-produced, illustrated and laid out hardbacks (which could withstand a near miss from PROJECT ZEUSS) while you can. ++ Directive ends ++ Review: Delta Green Handler's Guide fulfills ALL expectations - I didn't get in on the Kickstarter for this, so I had to wait for the actual release like a common civilian - my bad. This is a book that I feel great about having purchased in both physical and electronic formats. As far as the roleplaying system itself, it's great and works well for intended purposes. But the book itself... it is gorgeous and well-made. Buy with confidence.
| Best Sellers Rank | #209,026 in Books ( See Top 100 in Books ) |
| Customer Reviews | 4.9 4.9 out of 5 stars (75) |
| Dimensions | 11.18 x 8.82 x 1.22 inches |
| ISBN-10 | 1940410282 |
| ISBN-13 | 978-1940410289 |
| Item Weight | 3.75 pounds |
| Language | English |
| Print length | 368 pages |
| Publication date | July 1, 2018 |
| Publisher | Arc Dream Publishing |
| Reading age | 1 year and up |
E**R
Delta Green ++ PRIORITY ASSET ++
The counterpart to the "Agent's Handbook", the Handler's Guide is all the information for a ref to help run DG games, or create their own campaigns. Want to run a Delta Green set in another era of the organisation? Back in the eighties, fighting Alzis and The Fate (well, you can't really fight Alzis, but you know . . . ), or in WW2 struggling against the recklessness of the Karotechia? There are rules for that. Tired of your players diagnosing spells and monsters, and want to invent your own to keep them on their toes? There are rules for that. Want an up-to-date bestiary and grimoire to reflect the rather lethal new mechanics? There are rules for that. Need advice and guidance in creating the right atmosphere for a DG game? There are rules for that. Want to know what's happened to the characters and personalities of DG and MJ-12 since the last edition? Well, guess what . . . The Guide is over 300 pages of full-colour text, put together in sanity-blasting clarity and laid out in many places like an intelligence scrapbook. The production is so utterly slick that it oozes (in a non-squamous manner) atmosphere. There are plot hooks and seed ideas littered throughout the text, and the generous illustrations are spot on. Combined with the Agent's Handbook, it makes for an impressive new edition of this brilliant game. Plus, it's such a huge book it could probably inflict 1D4 as an improvised weapon. Having missed the kickstarter, I was so glad to finally get hardcopies of these rulebooks. The care, quality and production standards on these are phenomenal, as was the hardback collection of scenarios "Night at the Opera". I'm now signed up for new projects (such as The Labyrinth) and there's no reason to assume these won't be any different in terms of value and enjoyment. Seriously, the rules and supplements for the previous edition now change hands for hundreds of dollars (or dodgily-scanned PDFs). The same people behind those enthralling publications are writing the new generation of material. Do yourself a favour and get the gorgeously-produced, illustrated and laid out hardbacks (which could withstand a near miss from PROJECT ZEUSS) while you can. ++ Directive ends ++
J**P
Delta Green Handler's Guide fulfills ALL expectations
I didn't get in on the Kickstarter for this, so I had to wait for the actual release like a common civilian - my bad. This is a book that I feel great about having purchased in both physical and electronic formats. As far as the roleplaying system itself, it's great and works well for intended purposes. But the book itself... it is gorgeous and well-made. Buy with confidence.
3**S
Christmas gift
Arrived quickly and I’m sure it will make the recipient will be very happy with it!
Z**G
A Keeper's Must Have Book
Phenomenal body of work. A must have must read edition of an excellent game. The author's know their stuff and truly guide the reader into the role of Keeper by emerging them into the universe of Cthulhu. A book written for fan's, get this book.
A**R
A great continuation of a legend
I have the original Delta Green and Delta Green: Countdown. Anyone familiar with Delta Green knows the level of development and detail that the authors went to for their project. This new incarnation is everything the previous version was and more in a very nice polished package. Highly recommended.
M**.
Fantastic Depth
I deeply enjoyed this book. It's beautiful and massive. I quickly found myself lost deep within the alternate history mythos timeline. Certainly a needed book for the Handler of your next Delta Green Game. Best if the Players don't read this one.
A**R
Good product
Husband liked it.
J**Z
This top-notch production brings Delta Green into the current era
Delta Green: Handler's Guide is a fantastic resource for anyone who runs Delta Green OR modern era Call of Cthulhu games for their RPG groups. This is not a stand-alone RPG (you'll need the Delta Green RPG for info on rules mechanics, character creation, etc.) and as the name implies, it is only for the Handler (AKA game master). The book starts off with an introduction to Delta Green and some tips on how to go about running the game then proceeds to give a detailed timeline of the organization known as Delta Green, as well as many major characters and organizations that interact with DG. This timeline begins in the mysterious town of Innsmouth in 1927 up until May of 2017. The next chapter covers "The Unnatural". This covers the threats that Delta Green agents face and try to keep from the rest of humanity and details many unnatural enemies, tomes and hypergeometry (magic). This chapter is definitely for the Handler's eyes only. This is also the only chapter which contains game mechanic info. Chapter three covers the organization of Delta Green, both the "official" government program and the unofficial "cowboy" group which continue the fight without official backing. You can also find info on various key personalities from The Program and the Outlaws. The last chapter is fairly short, but one of the most important. It provides tips in running a full campaign of Delta Green and info on how to build an Operation (scenario). If it were up to me, I would have put this chapter right in the beginning of the book. After the main book is a section of Appendices containing a full scenaio (Operation FULMINATE), quick reference state for NPCs and animals, recommended media, and various worksheets for plotting out a scenario/operation. What really makes this book stand out from other Mythos-inspired RPG sourcebooks is the creative layout and superb art. Most pages contains standard text in two columns, but sprinkled throughout are cutouts and sidebars which give the appearance of a collection of notes or loose papers in a dossier. This plays right into the modern conspiracy horror element which is key to Delta Green.
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