Book Review: Impossible Landscapes

Any sourcebook that focuses on the King in Yellow is delightful. Reminding the PCs that no, that reality is not what they thought, and is completely different is spooky and terrifying. And what happens if you’re also a secret government agent trying to stop others from experiencing the same?

Impossible landscapes is a campaign that will test your players while giving you the tools to transform a Delta Green game to legendary status. Typically Delta Green leans into small investigations where you can string multiple into an interesting campaign. While it works and is cool, sometimes you want something more cohesive. This is where this sourcebook really shines.

Covering four interconnected adventures, this book covers scenarios packed with sanity testing goodness. Decades pass here and you will be able to see the agents evolve. And yes change with each new verse of the play. Unique mechanics such as corruption are also used to track connection to the King in Yellow. At the start the agents will hear vague whispers from Carcosa, which develop into more surreal visions that will make the PCs question everything.

This book is also packed with setting tips to support this type of horror. A whole section focuses on what the authors call surreal horror – which is very useful to a keeper. Pacing, themes and the history of The King in Yellow are given whole chapters – all to provide additional grounding to this weird type of investigation. GMs will therefore have the power to tailor it to their players. Ensuring that they can tell a very memorable scenario to their players.

Impossible Landscapes is a Delta Green campaign that is filled with thrills and terrors that will give even the most experienced players pause. And it features an iconic entity that will help develop a campaign that players will remember.

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