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GAMES SYSTEM OVERVIEW 2004 GAMES SYSTEM OVERVIEW 2003 GAMES SYSTEM OVERVIEW 2002 GAMES SYSTEM OVERVIEW 2001 |
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Paranoia XPby Abaddon
Welcome Citizen to the glorious world of Your Friend,
The Computer. The Computer is good, The Computer is kind; the Computer is your
friend. Stay alert! Trust no-one! Keep your laser handy!
If the above is familiar to you, you already know 90%
of what youre in for here. If you have no clue what all that was about,
then welcome to a very different role-playing experience.
Setting
You are a citizen of Alpha Complex. You have just been
promoted to Red clearance, for turning in your co-worker for treason, and you
have now joined the Troubleshooters, the Computers most loyal and favoured
servants. When trouble strikes, Troubleshooters are the first on the scene,
and they can be called upon to do anything, at any time, for any reason. You
might be asked to put down a riot in a mess hall, find a High Programmers lost
keys, find and execute a known Commie, or go Outside on patrol.
When not on missions, you also work for a service firm.
Your service firm also serves Alpha Complex. You might be part of the vidshow
production teams of HPD&MC, an engineer in Power Services, or one of R&Ds
Live Fire Drill Test Target Dummies.
As you can guess, Paranoia is not a game to be taken
very seriously. Try and imagine a 1984 screenplay written by the Marx Brothers,
and youre probably not too far off the tone of the game. Slapstick, random
deaths, and a barrage of truly astonishing bad puns make up the meat of Paranoia.
Missions arent meant to be beaten, merely survived, and that is a challenge
in itself. Mercifully, given the ease with which characters can die, you start
off with 6 clones of your character. If your GM is up to scratch, expect to
be on clone 6 at the final debriefing. At the debriefing, you can expect clone
6 to be volunteered for Reactor Shielding Duty, promoted, demoted, shot, or
all of the above at once.
Survival skills in Paranoia are boot-licking, lying,
stitching colleagues up, and laying blame elsewhere. Combat skills do enter
into things, but by and large, Paranoia combat is such a random thing, and the
GM so biased, it isnt worth worrying about it. Drama and heroism wins
the day, not planning, so wade in with an idea that sounds cool, and chances
are it will work. Cautiously hide behind a plan of elaborate tactical brilliance,
and something heavy will land on you, guaranteed.
Most games demand that you work as part of a team to
achieve a goal. Not this one. If you make it to the debriefing, you will get
killed for failure (you WILL have failed, trust me on this), unless youre
the only one there. If youre the sole survivor, you can blame all the
failures on the dead guys, and expect a healthy promotion. Put simply, get them
before they get you. Its the only way to get ahead in Alpha Complex.
The
New Edition
The original version of Paranoia produced probably the
single finest pre-written adventure ever published, The Yellow Clearance Black
Box Blues, and the second edition produced a whole slew of classics as well,
the dungeon crawls of Orcbusters, the Vulture Warriors of Dimension X series,
and The Peoples Glorious Revolutionary Adventure. Each one was a masterpiece
of lowbrow comedy, and even if you never played them, they were worth just reading
for the fun of it. The XP version has a lot to live up to.
There are a lot of changes between the previous versions
and this one. The earlier editions were written in the 1980s, and very
much reflected the times. This version has been updated to reflect more modern
issues.
Characters used to be part of one of 9 or 10 service
groups, vast monolithic bureaucratic nightmares that produced or maintained
everything in Alpha Complex. Now, nothing is quite so simple. Each service group
is made up of up to a dozen service firms, each service firm being in actuality
dozens of small companies that all compete with each other. Yep, your friend
The Computer discovered the joy that is the internal market. Your characters
can now earn money, and actually get paid to go on missions. Wealth is still
of virtually no importance, since theres precious little worth buying,
but it is something else to compete over. There are more mutant powers available,
a greater breadth of skills to choose from, and more detailed backgrounds for
the various secret societies. The secret societies now hold far more political
power within Alpha Complex, taking over control of various service firms in
which they have a vested interest. The bureaucratic run-around in any given
service firm is now even more complex, because a given clone has loyalty to
his firm, and the secret society that backs it.
Perhaps the biggest change in this version though is
the development of game styles. The game has rules for three styles of play.
Zap play: This is where most moderately experienced
role-players start. Freed of the constraints of having to co-operate with people,
Zap players blow each others hands off at the drop of a hat, make wild
accusations of treason, and never actually quite make it to their briefing room.
Classic play: Paranoia as it was meant to be;
bad puns, random deaths, business as usual. Players will actually attempt some
kind of mission, might survive it, and will have the mother of all slanging
matches in the debriefing room. Everyone will be volunteered for Reactor Shielding
Duty.
Straight play: This is the new one. The puns go,
the deaths go and the wild accusations go as well. Well there is still humour
in straight games; it is pitch black in tone. Players are competing, but they
compile detailed files on each other for blackmail purposes, and accurately
document treasonous activity. They follow the mission brief carefully, and may
actually achieve something. They amass wealth, climb the promotion ladder, and
have actual careers. Short ones, but they do have them. In straight play, cash
rewards have real value, because you can purchase more clone replacements for
your character, and live longer. Campaign play becomes a possibility, albeit
in a twisted bureaucratic nightmare. This game is closer in tone to something
like Terry Gilliams Brazil, and similar darkly humorous takes on 1984
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