So, I've seen some people complain about the price, and I can't really comment on that as I actually bought the book via the Arc Dream website so I could have the physical book to read through and the PDFs. I'm only going to comment on the material found within the PDFs.
So, a bit of personal background: I had prior to running my first Delta Green scenario (Last Things Last) been running quite a lot of Call of Cthulhu as a kinda system to take a break from Pathfinder 2e once a week, every so often, as just a silly little adventure. After playing Ladybug Ladybug Fly Away Home (from The Things We Leave Behind) and watching some Bud's RPG Reviews on Delta Green, I begun deeply curious with the system. So, I bought it and gave it a read.
If you've played Call of Cthulhu, then a lot of rules inside will be deeply familiar with the occassional tweak here and there (e.g. lethality ratings exist now for some high-end firearms so some weapons can instant kill on a roll, you can become adapted to sanity loss from violence/helplessness and crits/fumbles happen not only on a 1 or 100, but also on matching digits depending if you succeed or fail (e.g. 33, 66, 11)). Lots of skill swaps too. However, a personal favourite rule tweak is the downtime rules that really encourage personal development and improvement, so characters that last longer can blossom into even more fleshed out characters. That said, looking beyond the rules, the star of the show is just the attention to detail without waffling on. The Agents Handbook is a book that could have been twice the size, waffling about government agency information and extensive equipment lists, but it manages to restrict itself to just what you need to know. The level of control exercised in the Agents Handbook is immense.
The level of control in the Handler's Handbook is less so, waffling a little bit at times but never too much that I became bored to tears. Half the Handler's Handbook is focused on the history of Delta Green, which is immensely extensive but feels neccesary (if for no other reason, than to give the opportunity (and advice) to run scenarios within other decades like the 60s, 80s or 00s). The other half details who the key players are in Delta Green (which I've already found useful as Gavin Ross has come up in a pre-gen scenario) and the mythos beasties on show. It is longer, but it feels deservabily longer, and I've definitely read other RPG books that could do with the degree of conciseness and control Arc Dream has.
So, after running Last Things Last and having a blast, and after turning my back on Call of Cthulhu since Chaosium wants to still work with a person who hates people like me, I've turned Delta Green into my new "take a break from Pathfinder 2e" game to just play once in a while. Which so far, I've had a total blast and do really recommend giving Delta Green a go.
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