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WRAPPING UP

As per their 2.0 Briefing & Directives from Delta Green (Outlaws), the investigators are to remove any evidence of Clyde Baughman’s involvement with the organization.

It is left to their discretion if they want to destroy these traces, arrange to turn them over to a Delta Green (Outlaws) collection team at a nearby airport or military base, or hide them someplace private without telling their control officer. What do they tell/give/keep to/from David Yow?  So long as nothing in Clyde Baughman's Apartment or Clyde Baughman's Cabin can reveal his work with Delta Green, the group will be satisfied.

If an Agent comes back badly hurt or suffering a new insanity, that may have unhappy effects on the Agent’s career and family. You can resolve that in “Home” scenes before the next mission.

"I like to end every operation that I run with a GM only monologue. I describe the agents' psychological states in very broad terms ("You armor yourself with blankets and are thankful that your sleep is dreamless oblivion"), touch on a couple of themes, and make a few callbacks to in game events. It's a great way to give a sense of closure to the players while reiterating whatever feelings you wanted to touch with the game.

In terms of wrapping things up, assuming they follow orders and burn the thing, they should have the option to turn in the locker and it's contents. If they do so, maybe they notice that their day jobs get a little easier for a while. But for the main part, things should seem odd after going back to their mundane lives. What they saw and any sanity loss should make the world seem just a little bit stranger, and knowing that there is something else out there should make them uneasy." - Reddit User ProfDoctor404

“In the long run, are we only making the problem worse?”