The X-Files was a groundbreaking American TV series that premiered in 1993 and continued until 2002 (later seasons were released in 2016 and 2018.) Created by Chris Carter, the show explores the world of unsolved paranormal cases and government conspiracies. The story follows two FBI agents, Fox Mulder and Dana Scully, played by David Duchovny and Gillian Anderson. Mulder believes in the paranormal, while Scully is a skeptic and a scientist. Their contrasting beliefs form the backbone of the series, as they work together on “X-Files”, mysterious cases ranging from the truth behind alien existence to government cover-ups.
This is my most modern (and probably most mainstream) Idea Chest franchise to date. However, with the main series ending its run in 2002, I suspect a number of readers may have never experienced it. I was in my early 20s when the series started and connected with it right away. While this was very much a modern show, I always felt that there was a lot of good stuff to be mined here. The following are just some of the examples of ideas that I believe could be lifted and dropped into the fantasy TTRPG of your choosing.

Serving the Dubious Crown: Mulder and Scully work for the US government. However, it’s not long into the series before they start to question the motives of their superiors or perhaps the government itself. Emulating this and creating a campaign where the party serves a kingdom or empire with a murky agenda could be interesting. PCs might be dispatched to investigate arcane anomalies, politically charged missions, or even interdimensional threats.
Over time, the party will likely become aware of the shady side of the government. However, they may need to wait to confront those in power until they have gained enough evidence and influence in the realm to make a difference.
Balancing Myth Arc with Side Quests: The X-Files offered viewers “mythology episodes” mixed in with “monster of the week episodes”. The former touched on the overarching story of alien conspiracy, while the latter tended to be standalone episodes that might explore a cryptid or some other paranormal phenomenon.
Consider having a central myth arc in your campaign that slowly unravels, punctuated by self-contained quests. This structure allows players to enjoy immediate adventures while building towards a larger, more complex narrative.

The Untouchable Puppeteer: The “Cigarette Smoking Man” was the epitome of a shadowy puppet master, weaving plots and plans into the narrative without ever dirtying his hands. A villain like this might be seen in the courts of power, whispering in the ears of kings or leading councils, yet they are never where the blame can be laid. This villain’s machinations are intricate, and their presence is a constant reminder to the players that there are bigger games at play. As your party encounters this figure, let them grapple with the infuriating reality that direct confrontation is impossible, at least for now. Instead, they must unravel the web of deceit, cut the strings of the puppet master, and expose the true nature of the adversary, all while dealing with personal connections that make the quest not just a matter of justice, but of personal closure and revenge.
The Dynamic Duo: While most of these ideas would work in a standard game, sometimes a full table just isn’t in the cards. Taking inspiration from Mulder and Scully’s relationship, a campaign with just two players can explore deep character development. One character could be driven by faith or belief in the mystical, while the other relies on logic and evidence. Their differing views would create plenty of role-playing opportunities, especially when their beliefs are challenged by the adventures they undertake.
The Mysterious Benefactor: Both “Deep Throat” and “Mr. X” helped Mulder and Scully with their investigations. However, neither were totally reliable and neither could be fully trusted. Consider introducing NPCs who provide information with their own agendas. These characters can offer crucial insights but leave the party questioning the validity and motives behind the help they receive.
The Reluctant Ally: Modeling after Assistant Director Skinner, create an authority figure who navigates the treacherous waters of the government with the party. They can act as a buffer between the players and higher powers, providing support while remaining distant and bound by their duties.
The Eccentric Helpers: The Lone Gunmen are perfect templates for quirky allies who offer assistance with a side of humor. Create a group of street urchins, oddball mages, or eccentric artificers who can aid the party with intelligence, unconventional wisdom, and gadgetry, all while providing comic relief.
Secret Societies and Hidden Agendas: Inspired by the show’s shadowy organizations, introduce secret societies that manipulate events for their own ends. The players could find themselves caught in a web of intrigue, where discerning friend from foe is as challenging as the quests themselves. The NPC who provided invaluable aid to the party two sessions ago may merely be using the PCs as pawns.
Conclusion
That’ll do it for this week. Are you familiar with the X-Files? Can you think of any good source material that I have missed? Leave a comment if you can and let me know. Thanks for stopping by and don’t forget—The Truth is Out There.
For maps & plot hooks, go here.
For my Idea Chest posts, go here.
For some random tables, go here.
Want to help me to compile a list of TTRPG conventions? Click here.
Finally, for a bit about me and some general stuff, this is the spot.





In a stroke of synchronicity, I was just listening to an old episode of Modern Mythos and they were discussing X-Files compared to the Delta Green game so this topic was already on my mind, albeit in a different way. Loved the first couple of seasons of X-Files, but drifted away as the season story arc just kept sprawling on without signs of progress. Things like that have motivated me to include signs of progress in gaming campaigns, like adventurers being recognized by reputation for the deeds they have done or in the case of Tyranny of Dragons, a visual representation of how their actions advanced them in the eyes of their faction patrons.
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That’s interesting. I’ve had a few folks mention Delta Green since I posted this. I was loosely familiar with the system but I guess it’s a natural fit for a straight X-Files type campaign.
I had a similar experience to what you describe. They really had me hooked early on. However, without a payoff, I started to drift. It’s really a shame that they didn’t manage to stick a landing with the first movie and put a neat bow on things. I suppose they figured they could keep milking the property indefinitely.
Good point about the signs of progress. I think that can be a very valuable tool. Especially when you’ve got good, invested players, letting them see that they are really making an impact in your campaign world can be very gratifying.
Thanks for taking the time to write. Have a great week.
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Duuude, this is great.
And yep, I’m another of the Delta Green folks. When I saw the title, I was like, “but there’s already an X-Files RPG, it’s called Delta Green”. But you managed to distill what I will call, mhm, generalized role-playing advice, out of a series that’s so heavily associated with its premise and myth arc.
Personally, I’d add another point to the mix: the PCs are threatened by those above them, but never directly harmed. In more than one episode, Mulder was subject to some sort of engineered unpleasantness, but it was always something that ultimately failed to stop him. You – as the viewer – got the notion that they could easily kill him if they wanted, but they always stalled, or decided against it, or restricted themselves to shutting down the X-Files (which was then reinstated), or something like that.
For a GM, this means you put the pressure on your players, make them feel that “They” are out to get them, but never to the point where the PCs just gear up and go storm the castle. (Because you know, when they decide it all boils down to who kills whom first, it’s no longer X-Files episode, it’s a Schwarzenegger movie.) And you can convey the idea that powers that be are internally divided, or emphasize they have their own plots to which the players are an afterthought, and that’s why they are not taken out directly.
On the other hand, the pressure should not be all-encompassing; this is not so much X-Files, but my observation. Some like to play an obviously losing game, but one should be careful with it.
So, that’s it from me at the moment.
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Great comment. I am definitely guilty of sleeping on Delta Green.
I think you are on to a good one that I missed. There is certainly tension through the series with the feeling that Mulder and Scully are always at risk. I think that could lend a lot to a game. What will the PCs share after an adventure and what will they keep to themselves? It also kind sets up the questions about the end of the campaign itself. The finale could ultimately be a showdown with a BBEG but could just as easily revolve around the party finally being powerful enough to take on their handlers.
Thanks for writing. I mentioned to someone else that today had been a rough day at work. Having a couple fun comments to get to really helped get me through. Take care.
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