Quinns Quest Reviews: Delta Green & Impossible Landscapes

2025-05-07T13:39:35Z

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FWIW I know several groups that have bounced hard off this campaign. Probably worth talking with someone who’s played or run it before you buy.

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Yeah it’s weird because reading between the lines in the review and having a look online it seems like if you’re really experienced at running rpgs and if your taste aligns with the exact themes this is going for then you’ll have a good time for half(?) of the adventure. And if you’re the kind of person who enjoys flawed works for their interesting weaknesses as much as their strengths then you’ll think it was worth it. But Quinns is super enthused about it without (enough?) emphasis on the caveats.

Seems really cool though! I like the idea of playing it more than I would enjoy playing it I expect.

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I should mention that as a result of the video there’s a short-notice Bundle of Holding for this, until 2025-05-15T07:00:00Z. I am on the comp list for most Bundles of Holding, and the way I justify this is to mention them in places that I think may find them interesting.

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“You as the GM don’t need the information in this book [about what’s really going on in the world], because you don’t need to know either”—this goes directly against my GMing style, where by having a complete picture of what’s really going on I am enabled to make sure that the PCs’ various contacts with it are suitably consistent and foreshadowing, rather than “huh that was weird and scary”.

So Quinns can’t enjoy reading a book unless there’s a colour illustration on every double page spread. Has he considered fixing that?

Mainline Call of Cthulhu can do and has done many of these good things. Cthulhu in boardgames is all about blasting Cthulhu in the face with your shotgun while riding a shantak round R’lyeh. That’s not very Lovecraftian, it’s just another sort of generic monster.

Incidentally, Cthulhu Eternal, for which I have written a little, uses a descendant of these rules (including Bonds) and is entirely free.

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Still watching in chunks. I’m enjoying the review, at least. Never heard of this bloke until this cropped up.

So Quinns can’t enjoy reading a book unless there’s a colour illustration on every double page spread. Has he considered fixing that?

I did quirk an eyebrow at that. In fact, when he flips through Impossible Landscapes I can’t help noticing how little content there seems to be in comparison to the pictures and artistic flairs, which, I’ll admit they seem pretty cool, but do they genuinely make up half to two-thirds of the pagecount? That seems like it would make it hard to read and annoying to find things in and unnecessarily heavy.

I cannot help thinking the apparent complexity of the campaign is at least partly due to it being so long.

I have now had a look at the campaign, and it looks like perhaps a third of the pagecount. Lots of large artistic borders and atmospheric pictures, quite a lot of information presented as typed documents dropped onto the page - it is indeed atmospheric, but much longer than the text requires. There’s also some immediate oddities, like the huge number of boxes labelled “Disinformation” - which are closer to “pop-out information on specific topics” than the alternatives or red herrings that the title suggests. I had a look in case there was advice for the GM on “do XYZ with the Disinformation boxes”, but apparently not. That title seems to be part of the Delta Green set dressing. Which, I’d suggest, is a weakness of this presentation.

“If you’ve got a whole table of players who just want to show up, drink a beer, and relax… IL will work almost as well as an experience for them too. While yes, this game is designed to offer a deluge of thought-provoking twists to players who are paying attention, it is also designed to float players through the beginning of the plot right the way through to the end like a lazy river with no difficult puzzling at all - and this is baked into the plot. Because, what in other roleplaying games would be considered narrative contrivances in IL represent you being caught in the King in Yellow’s web. You are gonna go where he wants because he is a timeless immortal spider weaving riddles and you are four hungover cops in a Prius.” – Quinns

I feel like we have a word for this and it’s “railroad”?

“Where IL is demanding, almost laughably so at times, is for the GM. And this is how I ended up in a Discord server full of GMs who’d run it before, with questions about the motivations of NPCs that I didn’t understand, or pacing. I was asking them things like ‘are my players just going to be completely baffled by the end of act one?’ and the GMs in the server were like ‘yes’.” – Quinns

Telling me that a campaign is so challenging to run and so confusing that I need to have a roster of veterans to explain it is not really winning me over, I won’t lie.

He does rave about how much he enjoyed the “work”, so that’s great. That’s what you want.

“Part 3 is super-duper directionless…” – Quinns

Oh. I have heard an actual play of this campaign, and there are various “scenes” that can happen here, but it seems like this section is essentially “now you’re in Carcosa, and it’s too early to dump you at the inevitable masked ball, so here are some creepy vibes”?

“In this part, there is an adventure - but it’s bad… For a campaign that up to this point has been powered by surreal horror, and now is in the literal realm of nightmares, part 4 isn’t super surreal and it’s not super horrifying. It feels like a goth obstacle course.” – Quinns

This, too, is putting me off. I mean, the bit where you leave reality behind entirely to venture into the mind-bending realm of Carcosa feels like exactly the part where I want an extremely competent treatment that has done all the work for me.

“That is to run parts 1 & 2 exactly as they’re written, and then kind of write the game itself.” – Quinns

His suggested way to handle this - run the first 2 parts, then ask players for ideas and write the rest yourself and use a few of the more interesting bits from the last 2 parts - is also not terribly encouraging. I mean, in that case, wouldn’t it be better if the campaign was simply the first two parts as a self-contained thing. Making up an extended finale to someone else’s extremely complicated campaign seems like an awful lot of work.

His enthusiasm is lovely and he throws out some cool ideas for running the campaign. But…

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