I'd like to run a Paranoia campaign with my friends this summer, and I have some questions about the game.
The latest issue used to be called "Paranoia XP" until a legal threat from Windows. What would the book be titled now? Searching Borders I found "5th edition" used on back order, is this what I want? On a similar note, is this book still in print? No bookstores I went to had it, and ebay is not an option currently.
How much gaming savvy/dice rolling/rules knowledge is needed for this game? It doesn't seem like the kind of game where rules lawyering takes precedence. I have run a few sessions of DnD, so I think I should do okay. Will the players need their own books, or can a group run from one text?
How many players makes a good group? It will likely be myself GMing and three, possibly four players.
Any general hints on making the game smooth and entertaining? Running the world, manipulating player psyches, etc? Speeding up the game process?
Sigs shouldn't be higher than 80 pixels - Elki.
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Wikipedia says that 5th edition is bad.
I've never played it myself, but from what I've read and some transcripts I've seen, the players don't need to know that much about the rules, just about the setting. If your players are making decisions based on their actual probability of success and you're playing anything other than Straight, they're doing it wrong anyway.
2nd Edition was the golden age.
3rd Edition was rumored to be GURPS, but it never appeared and 4th Edition is the Long Lost missing Edition.
They jumped to 5th Edition which, including the graphics, are unto a pox on the gaming generation.
Paranoia XP is the latest edition - get it from Amazon or Mongoose. It is fantastic, but very comprehensive, almost unbearably so. It does an excellent job and makes an excellent read, but it is very very jam-packed with "stuff".
If you want some excellent Paranoia advice, go to Paranoia Live dot net.
My tips are:
1 - always read through the adventure; using pre-made adventures and characters are excellent ways to start off a new group. Paranoia is built just for this.
2 - always make multiple photocopies of any sheets and maps and props.
3 - read through the game manual thoroughly for all the setting details.
4 - get a good GM screen and lots of pieces of paper for "notes" from you to the players.
Zap! - this is just goofy silly fun and is usually what many unfortunate "serious" Paranoia games dissolve into.
Classic - this takes the setting and allows for the goofy, but tries to keep a semi-straght face.
Straight - this is like playing 1984, Logan's Run, or THX-1138 the Role-Playing Game.
They shouldn't know the rules; you have their character sheet. They aren't cleared for that information. You don't even need to know the rules; All you need is some way to (ostensibly) randomly determine the results of actions. You could play the entire game pretending to roll a die and check it against a non-existent chart, and surely such games have been played. In the interest of dynamism, though, you'll want some random way to decide. Even just rolling a d6, success to failure, will do for a bare bones game.
Since you're playing with new players, who presumably have some experience with bor^H^H^Hnormal RPGs, make sure you ease them into it. Go slow, don't make anything too deadly. They'll have questions about the rules; brush them off nicely. As they get used to it, you can be harsher. Eventually any attempt at rules lawyering should have in-game consequences.
This is a bit higher level, but it's still the best advice I think I can give. The most important thing with GMing is that the players should primarily be afraid of each other, not you. Most of the conflict should be a result of the players suspecting and sabotaging each other. Your role as GM is to get them to do that, commonly through the clever assignment of mutations, secret societies, team roles and so on.
Occasionally (frequently, with the somewhat laissez-faire attitude of online games) this means the players will not even make it to their mission briefing before being totally dead, or going off on a completely random side mission. Plan ahead, but be prepared to adapt.
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And I can't believe I didn't add this: the characters should be constantly afraid and confused. The players should be, well, uncertain, but having a good time.
It seems obvious, but it's an important distinction.
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Do go ahead and grab the book, it's jam-packed with awesome. But I just want to emphasize what the book says: nothing in there are rules. They're suggestions and guidelines, and guidelines are made to be discarded and replaced according to Friend Computer's surely-benevolent plan.
Troubleshooter teams are generally 6 in size. If you use pre-gens from a pre-written adventure (usually the pre-gens have backgrounds that sufficiently and specifically fit the adventure), make sure you read the given backgrounds if you leave out anyone.
Do not let them play that stupid "2 characters per player" crap that so many D&D GMs allow.
Your best games will be run with 4-6 players.
What he said.
Three is the bare minimum. It will probably still work, and it will probably still be fun, but it's less than ideal. You won't get the full Paranoia experience. If you can possibly get another player, jump on it.
With that said, the slower paced and safer environment might help to ease your players into the game.
1. Have a couple of 'shepherd' NPC characters to keep the PC's on track.
2. Show obvious bias and a complete lack of impartiality to players in rotation in order to foster the correct degree of jealousy and resentment.
3. #You are not cleared for this advice, please report to your nearest termination facility#
4. It's not a game a bout dungeon bashing.
5. Short tasks such as locating lost equipment or cleaning the sewers are easier to manage, have lots of exploration and Role playing opportunites, without being too overwhelming.
6. Play Fallout, watch Logans run, read 1984 and Brave New world, live in Britain.
7. Absurdity is not as much fun as exagerated reality
8. Always keep a few deus ex machina's on standby that can help tie up loose ends and move the plot on.
9. Let the PC's go outside and include every cliché from every dystopian future film into two warring tribes.
10. Happiness is laser shaped and or mandatory.
In addition to Logan's Run, watch THX-1138 (released to DVD, finally!) and Brazil (deNiro!).
Brazil is very accurate for the buearocracy.
Also, how necessary is it for my players to read the book?
Of course, there is a section of "general knowledge" that they should be aware of.
I plan on working that information into a long intro as a briefing for the first mission.
Notes. Pass 'em around.
I'd like to say that this thread is awesome.
Unfortunately I probably won't be able to play if you do one, timezone differences and all. Still good luck with getting a game on.
Use JParanoia.
http://www.paranoia-live.net/download.php?list.10
It is literally designed for it, and it's wonderful.
If using the equipment wasn't treason, it would be RED.
Sounds like you want Classic. Straight is the multi-session campaign "life in an underground complex run by a psychotic computer." Classic is, well, pretty much the same thing, except everyone is on drugs. You can just keep a watchful eye they don't get too zappy.
It's a good way to get down the basics of Alpha Complex, so they don't spend so much time being confused about security clearance and clones and stuff. You could probably just xerox out a few copies of a couple relevant pages.
They don't need to know the rules.
They're not allowed to have it, yeah. The actual consequences would depend on the style. In Zap, it'd be instant termination by whichever player is closest to his laser. In Classic, it'd probably be more of a first strike thing as long as they could come up with a reasonably entertaining excuse. In Straight, probably just confiscation and a fine.
I don't have a whole lot of GM experience, and I've only run one game on JParanoia, but it is damn fun. If there's interest, and nobody else wants to, I might be able to throw something together.
Oh, definitely. I'd say to get in the mood, have a movie night where you all sit around and watch Brazil.
I'm a huge fan of Straight. If you've got the money, I extremely recommend grabbing a copy of WMD, the Straight book of missions. It's a beautifully awesome scary thing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
oh god yes
I've wanted to play paranoia ever since I read the transcript of the last ODaM game that went down a while back.
Or should I say, !
Hm. Choices choices.
What did you say your security clearance was, again?
If that's not choice, I don't know what is!
It had better be. Lack of knowledge of choice is treason.
I own about 95% of the West End Game Paranoia books, which includes 1st, 2nd and 3rd Edition as well as a number of Paranoia-based mailings from WEG.
With the Mongoose edition, I only own Paranoia XP, which in itself is a massive comprehensive beast, but I can extrapolate opinions on the Mongoose product line from the product descriptions, and I did for the fellow who PM'd me.
Here are those opinions:
The best books to get if you have access to West End Games (WEG) edition materials are:
Acute Paranoia - rare, but contains essential ideas and some great adventuring concepts.
Alpha Complexities - not-rare and containing and very fun Star Wars-themed adventure.
Yellow Clearance Black Box Blues - the best adventure ever.
Avoid the following WEG products at all costs:
Anything that says "5th Edition", especially Paranormal/Ctv.
The Mongoose product list looks as follows; all opinions are based on book description and learned knowledge, and not on actual direct experience with the product (except XP):
RULES / PRIMARY SETTING BOOKS
Paranoia XP - the main rule manual. There is a *TON* of detail in the main book, almost too much to absorb., and it should be fine as a stand-alone purchase. If you've never ran any Paranoia stuff before and your players are novices, XP comes with a built-in adventure in the back that is perfect to run for noobs and noob GMs. Make sure you have a photocopier available to get copies of all the pre-generated characters and backgrounds and handouts. HANDOUTS ARE ESSENTIAL.
Criminal Histories - Most adventures come with pre-generated players with crazy interlocking backgrounds. This book is a serious aid if you decide to write your own adventures and let the players generate their own Characters. Your first Paranoia adventure might be best run with the pre-generated characters that come with an adventure; those usually have properly-set adventure-specific backgrounds. This seems like a good sourcebook, but it can be saved as a later purchase.
Service, Service - appears to be a good additional suppliment to flesh out the Service Groups (aka Public Cliques); will help with setting and may be a good purchase.
Traitor's Manual - appears to be is a good additional suppliment to flesh out the Secret Societies (aka Private Cliques); will help with setting and may be a good purchase.
Little RED Book - I am not sure what this contains. From the description it looks like it is a "Red-cleared" compilation of all "common RED knowledge" and might make an excellent hand-out resource to players pre-game.
Paranoid STUFF - book of equipment and possibly adventure seeds. I would hold off on this as it will take a bit to run through all the crazy stuff in XP and any suppliments; might be helpful when developing your own adventures.
Mutant Experience - book of additional mutant powers. I would hold off on this; there are more than enough powers in the main book to get you through the day.
CAMPAIGN / ADVENTURE / SOURCE BOOKS
Extreme Paranoia - A sourcebook for general setting expansion and major higher-clearance campaigns. May provide insight to the way higher clearances act, but is probably better for those who know the setting.
Sector Zero - This appears to be a compilation of ZAP! style adventures; ZAP! is sometimes a bit goofy and might turn off noob players.
Crash Priority - This appears to be a compilation of CLASSIC style adventures; it is probably good for your gaming needs.
WMD - This appears to be a compilation of STRAIGHT style adventures; it is not classic "funny" Paranoia, but possibly scary THX-1138 / The Island / Logan's Run style stuff. This depends on your taste.
My First Treason/Sweep Unhistory - This appears to be a semi-complex adventure that might require extra bookkeeping (Sweep Unhistory) combined with a campaign for experienced Paranoia players familiar with the setting (My First Treason). Probably not for first-timers.
Underplex - This appears to be a sourcebook that details a sub-section of Alpha Complex; this might add a burden of unnecessary additional interior information to a starting game. I'd save it for a second game.
In Summary
Get the main rulebook. If you can wait for shipping, Mongoose is bundling XP + Crash Priority + WMD together at a discount. Those are the only 2 adventures I can recommend sight-unseen. For the GM, Service, Service and Traitor's Manual will come in handy. I can only guess about Little RED Book, but if my guess is correct, it might be an invaluable resource for a first-time Player. Edit After reading the description, I'm tempted to add Extreme Paranoia into the mix as it seems to be a base setting expansion/exploration. May be the best book to add for flavor OVER Service Service and Traitor's Manual.
If you're developing your own adventures, Criminal Histories and Paranoid STUFF might be useful.
Anything else is not a BAD purchase. There are no WRONG/BAD purchases with Paranoia (except 5th Edition material). Everything adds flavor to the game and if nothing else, Paranoia books make for an interesting read. The Paranoia Live! website might have some additional free downloads, handouts, and adventures.
In order to purchase:
1 - Paranoia XP Main Rulebook
2 - Extreme Paranoia & Little RED Book
3 - Crash Priorities & WMD
4 - Service, Service & Traitor's Manual
5 - Criminal Histories & STUFF
6 - Sector Zero & Mutant Experience
$55!
That's.. that's a pretty good deal.
Doesn't count shipping cost and IIRC, Mongoose is in Europe, but I have no idea b/c it's listed in dollars.
Plus, Amazon has it : XP @ $27 + CP @ $15 + WMD @ $12 + Free Shipping = $54
Hmm. Looks like I was right about "Little RED Book" - it's a good source to give to a Player Group:
"Designed for RED clearance players, The Little RED Book provides all the rules needed to play the Paranoia roleplaying game - and no more! Designed to be carried easily to gaming sessions, Game Masters can rest assured that the players only have access to material cleared for their security level, without the temptation to delve into the Ultraviolet parts of the main rulebook!"
Delivery looks like $8 for shipping.
Hahaha.
But seriously. Friend Computer always provides Troubleshooters with the absolute best equipment available at their security clearance. If your reflec is failing to properly absorb laser shots, there must be some kind of human error. Have you consulted the instructions handily embroidered onto the back tag of the armor?
You say you did follow the instructions? Hmm. Well, clearly you have been a victim of communist sabotage. Please return your armor to the closest PLC office and report to IntSec for debriefing.
Nothing in Alpha Complex is ever without fail. Most things are "often with fail", some are "almost always with fail" and the occasional few are "without fail unless you are quite unlucky and/or it would be funny".
In Classic, anyway. In Straight, it's more like everything always works exactly how it's supposed to. How is it supposed to?
What did you say your security clearance was, again?
Ultraviolet, of course.
I'm just trying to find the line between cheesy for the sake of pacing and story, and following enough logical rules to still be a "game" at least resembling the traditional sense.
Most of the fun of PARANOIA is how it really doesn't have any rules. The only time I roll dice is when I want to have some justification for a whim.
What can I say? My excitement at the prospect of carrying out The Computer's directions is exceeded only by my happiness when I have done so and am awarded my allotment of assorted psychoactive substances.
Okay, seriously for real this time. For your average Classic game, it probably isn't going to make a whole lot of difference. Unless the GM thinks it should. If you just want a rule of thumb to keep in your head, I'd recommend what the book says; reflec lowers the injury by one level, adding one level for each rank the armor is above the laser. It never hurts to have something in mind.
Remember the name of the game, though. The combat is really there to add a little bit of nice, rewarding being shot at to the constant worrying about being shot at. How the weapons and armor work, while important to the narrative, is secondary to how your players think they work. I'd imagine your typical Troubleshooter has this sort of attitude towards his issue armor:
Reflec is developed to block lasers of it's color shade and lower.
In earlier descriptions, it was likend to wearing colored saran wrap. I have yet to see a really good picture of Reflec, as most pictures simply show Troubleshooters wearing overalls and black t-shirts.
One would assume that Red Reflec would look like the Blue Reflec you see in all the pictures, but that is generally considered Blue Vulture Warrior Armor, which is likely shaped decidedly different.
Do note that fully-working Reflec Armor, as decribed, still leaves parts of the body exposed that may be targeted by lasers.