Basic Roleplaying vs Delta Green
Compare Basic Roleplaying and Delta Green side by side. See differences in complexity, dice, genre, and more.
| Basic Roleplaying | Delta Green | |
|---|---|---|
| Genre | Universal | Horror, Modern |
| Tags | Skill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, Classless | Investigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM Support |
| Core Mechanic | Roll d100 under your skill percentage to succeed. Critical success on 1/20th of skill value, fumble on 99–100. Opposed rolls compare results. Optional rules layer on complexity as desired. | Roll d100 at or below a skill percentage or a statistic multiplied by five. Successful doubles and 01 are critical successes; failed doubles and 100 are fumbles. In opposed tests, a critical beats an ordinary success, then the higher successful roll wins. |
| Dice | d100 | d100 |
| Complexity | Medium | Medium |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | ORC | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Noncommercial only — Publisher fan-content guidelines |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Chaosium Inc. | Arc Dream Publishing |
| Year | 2023 | 2016 |
| Languages | English | English, French, German, Polish, Spanish |
| Best For | GMs who want a modular, genre-agnostic percentile system they can tailor to any setting with optional rules for powers, combat, and more. | Groups who want modern investigative horror built around dangerous assignments and the relationships agents sacrifice to keep their work secret. |
| Highlights | Highly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritage | Expertise can reveal clues without a roll when agents have time to investigate. Bonds let agents reduce sanity loss by damaging relationships they depend on. The core pair provides threat-building procedures and a complete operation with pacing tools and several possible outcomes. |
| Considerations | Can feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingy | Combat can kill an agent abruptly or leave permanent injuries. Sanity loss can force behavior outside the player’s control. Handlers must prepare the mystery and judge what evidence the agents can uncover. |