Paranoia RPG Returns in New Edition
Allen Varney writes "The classic tabletop roleplaying game PARANOIA, originally published by West End Games in the 1980s, returns in a new edition this August from Mongoose Publishing. PARANOIA, the game of a darkly humorous future, is set in an underground Alpha Complex ruled by an insane Computer. I am writing and (re)designing the main rulebook, under direction from original PARANOIA co-designer Greg Costikyan, with contributions from novelist and game designer Aaron Allston. I'd be happy to answer questions from Slashdot's gamers."
This was one of the coolest games back in the day :)
I'm sure the graphics will be quite a bit degraded from the original, as back in the 80s we had vivid imaginations driven by hormones and angst at what seemed like an inevitable nuclear confrontation. Now that young people thing with their thumbs I'm sure the graphics will take quite a hit.
-dameron
The Paranoia rule book (2nd Edition) actively encouraged the gamemaster to ignore the rules. It was one of the few RPGs I played (AD&D, Mechwarrior, various GURPS) that emphasized having fun above all else. I hope the new edition stays true to this spirit!
That - and I loved the wry satirical and self-referencing tone in which 2nd Edition was written. Sometimes I would sit and just read the rulebook for fun! Reading it as a teenager, I learned a lot about both pop-culture and serious political thought ("Imagine a world designed by Orwell, Sartre, Kafka, Stalin and the Marx Brothers...")
Basically, if The Onion did a sci-fi RPG, it would be Paranoia.
Can't wait to see the new edition!
and remember...THE COMPUTER IS YOUR FRIEND! ALL HAIL FRIEND COMPUTER!
Player: Are you using the d20 rules system?
The Computer: No. PARANOIA is fun. D20 games are not fun. The Computer says so.
And we all know Friend Computer is always right.
I was also wondering, what does the "XP" stand for? Though...with my clearance, I probably shouldn't even ask.
-Car-O-LYN
Like Daddy always said: if you can't dazzle 'em with brilliance, baffle 'em with bullshit.
i also think this would be an amazing computer game concept...
but how would the game implement the GM directive to reward players for original, extraordinary and spectacular actions?
Second Edition Paranoia practically INVENTED D20.
Each skill branch was a collection of skills based off of a stat (Dex, Agility, Moxie, whatever). Characters' skill ratings were based off of a value derived from their stats (basically the stat/4 -- a 20 stat would give you a base 5 in every related skill) plus however many skill points they invested in their trees as they advanced. Instead of rolling to meet a challenge rating, Paranoia players would try to roll under their combined skill rating.
The only other significant mechanical difference I can think of was the damage system. Instead of hit points, you had an arbitrary descriptor ranging along the lines of "okay, stunned, hurt, incapacitated, dead." This allowed for more theatrical and less numeric roleplaying. Andn none of that goddamned two phase "move-equivilent action, attack of opportunity" BS. Good for miniatures, but suck for a good roleplaying session.
In fact, I take it back. Paranoia 2nd Ed didn't invent D20; they imporved on it, and D20 didn't even EXIST then.
Disagreement on this point is treasonous.
For example, if you are a group of high school seniors, invite a freshman kid over to play. He will try way too hard, and will be way gullible. If he's not, then congratulations, you actually found one worth keeping.
Always make sure that nobody knows more than one other person present (excluding gamemaster).
It's a lot easier to fear the unknown.
Always take each individual aside and assure them that you are on THEIR side against everyone else.
Everyone wants to feel special
ABOVE ALL ELSE: Don't forget the tactical nuclear hand greandes.
Boom ---- Yeah, way cool about the continuation of this game. This literally made growing up bearable. Reading and grocking paranoia makes it a lot easier to understand the world, and try to keep going. BTW, anyone ever read the six part comic series? Beautiful work, I miss my copies.
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First, it's not a problem if the players are having fun. Second, the frenzy you describe, recognized among experienced PARANOIA GMs as "Phase 1" play, usually subsides after players play a few (or many) sessions. "Phase 2" play sees players get more into the spirit of the setting, though they die almost as often. By "Phase 3" you see canny political skills emerge. These players somehow manage to wriggle through every deathtrap and succeed in the mission, while disposing of all opposition and ending with commendations and a promotion. They're really something to see, those Phase 3 players.
Paranoia is the only game where it's fun to be the GM. You really get to flex those "thinking up new and interesting ways to kill someone" parts of your brain.