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Basic Roleplaying vs Delta Green

Compare Basic Roleplaying and Delta Green side by side. See differences in complexity, dice, genre, and more.

Basic RoleplayingDelta Green
GenreUniversalHorror, Modern
TagsSkill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, ClasslessInvestigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM Support
Core MechanicRoll 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.
Diced100d100
ComplexityMediumMedium
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseORCAll Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Publisher fan-content guidelines
Summary only, not legal advice. Check current terms before publishing.
PublisherChaosium Inc.Arc Dream Publishing
Year20232016
LanguagesEnglishEnglish, French, German, Polish, Spanish
Best ForGMs 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.
HighlightsHighly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritageExpertise 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.
ConsiderationsCan feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingyCombat 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.