Dreamhounds of the Pop Art Sixties

Officially, the Delta Green setting never indicates that the Dreamlands underwent a radical transformation at the hands of Parisian surrealists in the 1920s and 30s.

However, in the privacy of their own Gaming Huts, GMs who ran a Dreamhounds of Paris series and want to connect it to their current Fall of Delta Green games might just indulge in a callback or two.

Careers of key surrealists continued for decades after the Trail of Cthulhu period. As I researched Dreamhounds, I saw how events might unfold after its era—an extended continuity I had no place for. Until now.

The period of surrealist involvement with the Dreamlands reaches a natural endpoint when most of its cast of historical characters flees France in advance of the Paris Occupation.

The book hints that their departure triggers a freezing over of the Dreamlands. The few surrealists who remain in Paris, like the heroic and doomed Robert Desnos, use it as an otherworldly transport and staging area for their Resistance activities.

The post-war period finds the surrealists swept aside by art world trends. In Paris, hardcore Stalinists, including recent convert Picasso, shut them out of the avant garde scene. The center of art world gravity shifts to New York, where abstract expressionists like Jackson Pollock and color field painters including Mark Rothko take painting far from the psychological and pseudo-mystical imagery that gave Ernst, Dali, Tanguy and the gang the ability to reshape the Dreamlands.

The sleeping realm thaws out but remains static in reaction to the austerity of the artistic times. The surrealists’ bulb-headed automatons and melting clocks might remain. Or maybe the place reverted back to its old Symbolist, Dunsanian imagery, as seen in Lovecraft’s tales.

In the 60s and on into the 70s, simultaneous with Delta Green’s collision with the Age of Aquarius, a new generation of artists takes inspiration from the surrealists, and from pop culture images previously deemed unsuitable for museum consumption. To various degrees, the likes of Andy Warhol, Roy Lichtenstein, and Kiki Kogelnik draw on the influence of advertising and entertainment on the psyche. This allows them to enter the Dreamlands, achieve lucidity there, and begin to alter its environment, just as the surrealists did before them. When your Delta Green agents arrive there, they find its skies dripping with Campbell’s soup cans, weeping comic strip duotone, and cotton-candy colored skulls. Sixties rock mainstreams both surrealism and pop art. In the Dreamlands, this development could find ghouls bobbing their head to a Zappa polyrhythm and Hendrix riffs reverberating through Dyath-Leen.

Agents might look to these new oneironauts for information, or seek out the old school surrealists now enjoying rediscovery and a fame that eluded them during their peak creative years.

Next up in See Page XX, I’ll survey the Dreamhounds characters active in the 60s to see what they might be up to when Delta Green drops in on them for a consultation.


The Fall of DELTA GREEN adapts DELTA GREEN: THE ROLE-PLAYING GAME to the GUMSHOE investigative roleplaying system, opening the files on a lost decade of anti-Mythos operations: the 1960s. Players take on the role of DELTA GREEN operatives, assets, and friendlies. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in San Francisco, and delve into the heart of Vietnam’s darkness. Purchase The Fall of DELTA GREEN in print and PDF at the Pelgrane Shop.

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