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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."

5 of 363 comments (clear)

  1. What I loved about Paranoia by cyranoVR · · Score: 4, Insightful

    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!

    1. Re:What I loved about Paranoia by cyranoVR · · Score: 3, Insightful

      people are way too obsessed with developing uber characters and empire building to actually remember that they are supposed to be enjoying themselves.

      Argh...that's what really turned me off to AD&D...I always ened up gaming with these dorks that would basically arrange for the DM to *give* them all sorts of magic items, gold, experience points...then they would sit in a huddle giggling about their "awesome" characters. It was really pathetic.

      Contrast with Paranoia where "ambitious" players have their character killed off double quick and the very concept "leveling up" is non-existent. Meanwhile, powerful weapons usually blow up on the guy wielding them, having a lot of credits can be used as evidence of treasonous behavior, and players invariably try and push the deathtrap-like "magic items" (R&D experimental equipment) onto each other.

      I think the GM manual put it something like this: "Be boring and you're dead." Also "Kill the bastards."

      Cyrano-V-ARG

  2. Re:My kind of MMORPG by WormholeFiend · · Score: 3, Insightful

    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?

  3. Favorite Paranoia Gags by severed · · Score: 3, Insightful
    Always invite someone someone "inferior" to the session, and make them mission leader.

    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.

    --

    HaXXXor.com - Naked Chicks Teach You How To Ha

  4. Re:Are you going to fix it? by Allen+Varney · · Score: 3, Insightful
    It's a gag game, and as long as you take down your fellow citizen, who cares if you get vaporized as well? Is there going to be an attempt to address this problem, or are the people we play with just curs?

    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.