Paranoia XP Tabletop RPG 'Goes Gold'
Costik writes "Paranoia XP, the new version of the cult tabletop RPG which first debuted in 1984, and in which a 'well-meaning but deranged Computer desperately protects the citizens of Alpha Complex, a vast underground city, from all sorts of real and imagined enemies', is done, and will appear at Gencon Indy later this month. The interesting aspect is that it was designed 'in public,' using a weblog, an online forum, and a Wiki, with enthusiastic support from the community. Fans of the game wrote text, debated rules, proofread, ran statistical analyses, and even wrote a computer simulator to test the game's paper-and-pencil rules. Allen, the game's designer, says 'We borrowed the tools and methods of open-source software development for a paper game, and it worked brilliantly.'"
Paranoia is a great way to entertain someone for a few hours. Unfortunately, that someone is going to be the GM, and everyone else is going to wind up hating him or her, and to a lesser extent, each other.
Now I know what many of you may be thinking: Just because I had a negative experience with Paranoia doesn't make it a bad system. I'll point out that I've had a particularly long string of bad experiences with Paranoia, even with GMs who, in other systems, do quite well. Paranoia seems almost structured to punish players for any action or inaction. Especially if you're testing technology for the lab guys.
I will readily admit that I haven't really gotten into the resistance side of the game, so it may be that all the rest is to try to force the player into becoming a rebel.
Happiness is relative, Based upon the way we live.
Apologies if this sounds like pimping...
Obviously we're smaller and don't have the fan following of Paranoia, but a bunch of us are making a Free (capital F) tabletop RPG called Sacred Steel. The first public milestone release is being playtested now. Approx 40,000 words over 100 pages, nicely layed out, with artwork.
Please report to the nearest extermination center :)-
With that aggravating beauty, Lulu Walls.
It seems to me the logical extension of this would be to build an actual open source engine based on a pencil+paper system, like perhaps GERPS. Creating the actual game could be left completely to fans, and the engine could be modified at will. A commercial model could be developed based on selling the engine along with popular fan-made extensions. If one could generate enough buzz for such a project, an entire game engine could conceivably be built for no cost and the contributers could split any profits that were incidentally made.
How can you play a game which requires a GM without a GM? The scripted events must follow some sort of order and totally removes the "you pissed me off last game so this game I'm going to tentical rape you" element which makes pen and paper so fun...
I like muppets.
People do fun stuff for free all the time. If someone else makes money off it, it doesn't make it any less fun or any less free.
When Greg Stafford formed Issaries Inc. to publish a new Gloranthan RPG, he didn't have any cash to do it with. So, he asked the fans to join the GTA, the Glorantha Trading Association, at varying levels of contribution starting at a hundred bucks. For that, you get a T-Shirt, access to a few online tidbits, one free book when it's published, and a free drink at any GTA party you can make it to (I've been to four so far at RPG conventions). No way is this monetarily worth it, but without our contributions, the game would never have been published.
In short: I want to see glossy supplements on the shelves of my FLGS. So do the contributors to Paranoia XP.
Paranoia is D&Ds evil twin. You play it to have fun. Your characters are more disposible then your bic-lighter. If they player shows any knowledge of the rules, they are killed. Basically, it is pure hell for "type-A" RPG players (which is why I love it!)
Spell cheek you've failed me four the last thyme!