You've probably heard of
PARANOIA
, by West End Games. It's about living in space-age futuristic vaults divided by color-coded castes ruled by a computer overseer after world ends. It has gone tremendous transformations over the years, from a darkly humorous dystopian slapstick nightmare to tongue-in-cheek dark-ish slapstick humor to awful pop-culture parody to tongue-in cheeck dark-ish slapstick with social commentary to tongue-in-cheeck dark-ish slapstick for all types. The adventures I have are for the darkly humorous dystopian slapstick nightmare, my personal favorite edition, and one (Yellow Clearance Black Box Blues) is by
John M. Ford
who wrote some neat stuff and helped make the Infinite Worlds GURPS setting, and another (Send in the Clones) was co-written by
Warren Spector
of
Deus Ex
and
Thief
fame. I will be reviewing First Edition because it is relevant to the adventures, and in my opinion the "purest" edition of
PARANOIA
before it became a sprawling monster of treason, namely that the satire is kept to a minimum and it has the space-age feel that drew me to
PARANOIA
in the first place. Later editions tend to pile on the satire pretty heavy, and Paranoia XP had parodies of eBay and the like. I'll review the latest edition and maybe XP if I can find a copy and if there is demand for it.
So, where to begin? At the beginning, obviously.
PARANOIA
Player's Guide
Security Clearance RED
WARNING: Knowledge or possession of the contents by any citizen of Security Clearance INFRARED constitutes treason, and is punishable by summary execution.
PARANOIA is an adventure role-playing game set in an imaginary future. A well-meaning but deranged computer desperately protects the citizens of an underground warren from the real or imagined threats of innumerable traitors and enemies. You will play the part of one of The Computer's elite agents. Your job is to search out, reveal, and destroy the enemies of The Computer. You must protect your Alpha Complex from those who would harm her.
The problem is - who can you trust? Even your fellow agents are probably traitors. No one is free from suspicion. Not even you! And in fact - you have some secrets to hide. Dangerous secrets which might earn you a charge of treason. There is the constant threat of betrayal.
Stay alert!
Trust no one!
Keep your laser handy!
Chutzpah is defined as the quality of a man who kills both his parents and then pleads for mercy because he is an orphan.
Holy shit it's been a while!
Security Clearance RED
WARNING: Knowledge or possession of the contents by any citizen of Security Clearance INFRARED constitutes treason, and is punishable by summary execution.
Let's get into the submeat and synthtatoes of this role-playing experience.
The basic rolling mechanism is d100 roll under. Everyone has a minimum 5% chance with all skills, and it can't go any lower than that. With 1 skill point in a category, you have a 20% chance in all skills in that category. For example, with one skill point in "Basics" all "Basics" skills have a base 20% chance. Each extra skill point in a category increase the base chance for all skills under that category by 5%.
For example, Gett has Basics(1)-Aimed Weapon Combat(2)-Laser(3)-Pistol(4). You would have a base 35% with laser pistols, 30% with all lasers, 25% with all aimed weapons, and 20% with everything else. If he had pistol(5), he would have base 40%.
A handy way to remember base percentages:
15% +(5 x highest skill number)
Now, your base percentages are modified by your secondary attributes. For example, Gett's Aimed Weapon Bonus of +17% means that his percentage with his laser pistol is now 52%.
You could theoretically determine your own percentages and make a guess as to common skill percentages that you will use a lot, like laser pistols, but because the GM can modify the percentages based on classified circumstances it's best not to rely too heavily on this.
Equipment
Normally citizens are discouraged from owning private property, because keeping track of equipment is hard. The Computer provides everything for us. But now that I'm a Troubleshooter, I can buy and use certain things for myself.
I have accumulated 100 credits over the course of my life. I already have a suit of Red Reflec armor and a red hand laser.
I
could
personalize my equipment, but it costs a lot
25-50% of the credit value determined by GM fiat, might give bonuses like improved performance, durability or just appearance
and I need my money for the fines that will probably be inevitably issued.
I don't really need anything else, so I'm keeping my money.
Clone Families
The Computer, in its infinite wisdom, produces six of every individual so we'll never be lonely, and in case the inevitable happens to one of us. My family was completely equal in skills and attributes as of the time of my promotion to Troubleshooter.
There are six of us in each family. I'm Number One. While I'm shooting trouble, they're out doing work in our service group. If I ever die, Number Two will be "activated" to take my place. The life of a Troubleshooter is hard. Any information I gather won't necessarily be available to my clones, but he might have more money or prestige than me.
If all six of my family die, it's over. There aren't any more of us.
Bookkeeping
In the Alpha Complex, things are measured in "points". Skill Points and Credits are told privately to the players at the end of an adventure or session. They're used to upgrade old skills and gain new ones, and to buy stuff/pay fines, respectively. Credits can also be gained in many other ways, such as testing experimental equipment.
Commendation Points
are points that represent valuable service to The Computer, such as completing missions, discovering or eliminating trators, or just being a chill guy with The Computer. A commander of an expedition may assign commendation points for particularly superior performance. Gett only needs 2 Commendation Points before he's promoted to ORANGE.
Treason Points
on the other hand are a measure of The Computer's suspicion and distrust of a character. The Computer might overlook some treasonous charges if the character is doing something particularly important and well for The Computer. If a characters treason points exceed his commendation points by 10 or more, then The Computer will attempt to eliminate him, either by ordering his fellow Troubleshooters to kill him, or taking direct action to apprehend and execute the character.
Treason points are gained by failing to fulfill orders, doubting the Computer, speaking or acting against The Computer, by damaging or destroying assigned equipment, by conspiracy or suspected conspiracy with others, by using mutant powers, or acting in such a manner to create suspicion of membership in a secret society. This isn't a comprehensive list. There are many, many other ways to gain treason points.
Secret Society Points
are like commendation points, but for a characters secret society. If you get enough, you can advance in the society and get access to information, equipment and other assistance through the society.
Missions for The Computer
Our group is going to receive regular missions from The Computer. At the beginning of an adventure, the GM gives the players the mission assignment. This contains the objectives, the Troubleshooters to be involved, and a list of any equipment to be assigned. It may also include things like maps, special warnings, access codes in the form of briefing notes.
Live play in
PARANOIA
is fun. Even though the secrecy works better online, in real life it increases the paranoia for everyone. "Why did the GM just take him to the other room? What was in that note that he passed? Why is the GM smiling? Why is the guy across from me smiling? Oh God, am I smiling? Poker face, poker face, poker face..."
The GM might take players aside and give them confidential information about their character, other characters, the mission, or other things. Maybe it's from The Computer. Maybe it's from their secret society. Maybe it's complete bullshit.
I prefer notes, since they don't slow down play, and because private conferences too often allow the other players time to think about their objectives and what's going on, which isn't ideal.
PARANOIA
is best played as sufficiently fast paced so they don't have time to hatch a plan or figure out what's going on, but not so fast that they're just rushed along to their objective.
If a robot or other intelligent equipment is assigned, then The Computer will assign on Troubleshooter as the primary operator. This is the only person allowed to direct the equipment. He is allowed to assign a secondary operator from his team, in the event he is killed during the mission. Then the secondary operator becomes the primary operator, and can assign a new one, and so on. It's treason to direct it without authority.
Of course, not assigning a second operator makes you more valuable, and the team will have more incentive to keep your alive. This is a double edged sword (or a totally useful and deadly one-way sword if you're that type of person) because then, without someone to operate this special equipment, the mission fails and everyone is guilty of treason.
If the mission involves going Outside (GASP), then everyone is assigned a com unit, which allows long distance communication between Troubleshooters and is constantly monitored by The Computer. If you ever turn it off or remove it you are obviously conspiring against The Computer.
Dramatic Tactical Movement & Combat
This is really what I love about
PARANOIA
.
For a long time, PARANOIA has been a sort of grognard-repellant. It will likely be this way until the end of time. First of all, it's fun, and it's a documented and verified science fact that if a grognard's skin is exposed to even the smallest amount of fun they will explode violently in a burst of unholy flame. Or was that "vampires" and "The Sun"? I'm pretty sure grognards also burst in The Sun, but whatever.
When
PARANOIA
came out, many role playing games had combat and movement systems tied to their wargame ancestors. You used things like mats and figurines to figure out your place on the battlefield. As the book wisely and wonderfully points out, this is fine for wargames, but emphasizes competition and just slows down the game.
PARANOIA
uses a sort of unsystem where the GM has complete control.
You tell the GM what you want to do, and the GM tells you what happens. It encourages, instead of tactical optimization and powergaming, absolutely insane stunts that would get you thrown out of other less fun games. If you try something hilariously insane and entertaining, the GM will probably let it succeed. If you try the logical and tactical thing, you'll probably fail and maybe even be issued a Treason Point for knowing classified tactical and logical information.
PARANOIA Etiquette
PARANOIA
is about keeping everyone ignorant and afraid, and about paranoia. Keeping players in the dark about the setting and adventure is important.
If you want to optimize your fun and you don't plan on GMing, don't read the GM Handbook. If you do read it, don't tell anyone what you know, because you (and by extension your character) know classified information, and it's treasonous that you even think you know it.
Every time a player metagames, he gets a treason point.
Besides, most of the information in the GM Handbook would just bore the average player anyway.
It's not cool to look at someone elses character sheet for an unfair advantage. Personally, I allow two people to share their character sheets if they really want to be stupid and take that risk, and I consider it as them pouring their hearts to each other in a really sappy and gay moment.
Basically, respect the privacy of the game master and the other players out of character. Ignorance, uncertainty and paranoia in
PARANOIA
are important elements in
PARANOIA
. Everyone is entitled to confidentiality of their character, character records, and their communications with the gamemaster.
Well, from each other, not from the GM.
Are you still with me?
NEXT TIME: ULTRAVIOLET EYES ONLY, GAMEMASTERS HANDBOOK
I use XP when I play Paranoia, but I'm going over 1e because it's the relevant edition for our adventures, and because there is enough fluff change between 1e and XP that it's nice to plot the evolution of the setting and plot.
Straight 1e is still fairly dystopic, and it's really thanks to the art and the adventures published after that turned
PARANOIA
into the game we know and love.
Also, RE: Palladium, it's really sad that the system is such a clusterfuck and that Kevin won't let people who know what they're doing organize books, because some of the books out there would be fun to play, like Nightbane. I always wondered how an entire class table could be left out (it's either the bat form or the bear form for the Nightbane) but if Kevin really does insist on organizing all the books personally, then that mystery seems to be solved.
So, who wants to meet some of the brave folks that Gett will be working with? Too late.
Before I proceed, let me talk a bit about names.
There is a very good reason you are to select a name first. See, it's almost impossible to resist making the name a pun or something stupid like Gett-R-DUN or Ayn-R-AND. Perhaps you even imagine your character by this name. The first thing you forget when you do this is that their rank will probably change, simply because their name relies on that letter. Like, say, Ayn-R-AND will one day be Ayn-O-AND.
When I chose "Gett-R-DUN" I imagined him as a mentally deficient redneck who would always be ready to kick some ass. Instead, he's almost literally the opposite of his name. He is spineless, has no initiative, and instead of being a redneck he's basically a mob controlled cop.
The reason I like choosing the name first is that things like inevitably happen.
For example:
Ayn-R-AND-1
![]()
Strength 12
Agility 14
Manual Dexterity 6
Endurance 13
Moxie 12
Chutzpah 10
Mechanical Aptitude 14
Power Index 9
Carrying Capacity 25
Damage Bonus -
Macho Bonus -
Melee Bonus +7%
Aimed Weapon Bonus -5%
Comprehension Bonus +2%
Believability Bonus -1%
Repair Bonus +5%
Service Group: Armed Forces
Mutant: Chameleon (biological)
SS: Mystics
Skills:
Basic Operations (1)(r) - Aimed Weapon Combat (2)(r)
|
Melee Combat (2)(o)
Personal Development (1)(r)
Hostile Environments (1)(s) - Primitive Warfare (2)(s)
Punch-R-MAN-1
![]()
Strength 11
Agility 12
Manual Dexterity 17
Endurance 18
Moxie 12
Chutzpah 22
Mechanical Aptitude 10
Power Index 6
Carrying Capacity 25
Damage Bonus -
Macho Bonus -1
Melee Bonus +3%
Aimed Weapon Bonus +15%
Comprehension Bonus +2%
Believability Bonus +27%
Repair Bonus -1%
Service Group: Power Services
Mutant: Superior Chutzpah (+1d10=7)(Mental)
SS: PURGE
Skills:
Basic Operations (1)(r) - Aimed Weapon Combat (2)(r)
Personal Development (1)(r)
Vehicle Services (1)(s) - Operation and Repair (2)(s) - Autocar (3)(o)
Karl-R-MRX-1
![]()
Strength 11
Agility 18
Manual Dexterity 10
Endurance 12
Moxie 12
Chutzpah 11
Mechanical Aptitude 13
Power Index 14
Carrying Capacity 25
Damage Bonus -
Macho Bonus -
Melee Bonus +17%
Aimed Weapon Bonus -1%
Comprehension Bonus +2%
Believability Bonus +1%
Repair Bonus +4%
Service Group: Production, Logistics, and Commissary
Mutant: Advanced Taste (Biological)
SS: Pro-Tech
Skills:
Basic Operations (1)(r) - Aimed Weapon Combat (2)(r)
|
Melee Combat (2)(o)
Personal Development (1)(r)
Technical Services (1)(s) - Engineering (2)(s)
Strayt-R-LAC-1
![]()
Strength 18
Agility 8
Manual Dexterity 7
Endurance 13
Moxie 12
Chutzpah 15
Mechanical Aptitude 10
Power Index 8
Carrying Capacity 55
Damage Bonus +1
Macho Bonus -
Melee Bonus -3%
Aimed Weapon Bonus -4%
Comprehension Bonus +2%
Believability Bonus +10%
Repair Bonus -1%
Service Group: Central Processing Unit (Any Skill Category)
Mutant: Superior Chutzpah (+1d10=4)(Mental)
SS: Spy for Another Alpha Complex (Joni-B-GUD-4)
Skills:
Basic Operations (1)(r) - Aimed Weapon Combat (2)(r)
Personal Development (1)(r) - Leadership (2)(s) - Bribery (3)(s)
|
Interrogation (3)(o)
Alan-R-MOR-1
![]()
Strength 8
Agility 12
Manual Dexterity 12
Endurance 14
Moxie 16
Chutzpah 13
Mechanical Aptitude 4
Power Index 9
Carrying Capacity 25
Damage Bonus -
Macho Bonus -1
Melee Bonus +7%
Aimed Weapon Bonus +3%
Comprehension Bonus +10%
Believability Bonus +4%
Repair Bonus -20%
Service Group: Research & Design (Technical Services)
Mutant: Machine Empathy (Extraordinary Mutant Power)(Psionic)
SS: Death Leopard
Skills:
Basic Operations (1)(r) - Aimed Weapon Combat (2)(r)
Personal Development (1)(r)
Technical Services (1)(s) - Computers (2)(s) - Operation (3)(o)
So, while we wait for Paranoia XP, I decided to apply the principles of
FEAR AND IGNORANCE
to other games and watch what happens, and what happens if we take the game and stick it in Alpha Complex.
Bliss Stage
: Either it becomes more tragic or more hilarious. The kids don't even know what they're fighting for, and in all likelihood the aliens aren't even real and the government is just running tests to see if they can weaponize teenage angst.
In the Alpha Complex, you already fight a shadowy invading menace with your love for The Computer, only you have hormone suppressants so there's no sex.
Racial Holy War
: This game is already so fearful and ignorant that any more would cause it to explode.
It's already a short logical leap for white supremacists to go from "Communist" to "Jew" to "Black People" in reality, so while the excessive fear and ignorance of RaHoWa fits into Paranoia, it parallels reality so well that it's more sad than funny.
Black Tokyo
: Fuck you.
Cthulhutech
: It's hard to apply Fear and Ignorance to stupid games, because they're already so ignorant that it just isn't funny. In the context of Paranoia, CTech would be a big sham. The Tagers would just be people in like, cardboard suits or something, and honestly they're the only thing I can remember off the top of my head from CTech that isn't brain meltingly stupid.
Feng Shui
: Feng Shui already applies these principles perfectly, and in Alpha Complex there's probably a subsect of Romantics whose only information about the Pre-Whoops World is from martial arts movies. Or even better, Godfrey Ho movies.
Ryvah
: I'm not sure I want to find out, but the concept of "Freedom" is extraordinarily treasonous so it's probably best we don't.
Now, when we apply it to
Otherverse: America
something magical happens.
The Lifers are already superpowered humans who put on robot death suits adorned with skulls and crosses to "protect the sanctity of life". In Alpha Complex, they're dedicated to protecting the sanctity of life and rights of the unborn in a world where life has no value and people are grown in vats. That's so tragic and hilarious that it fits in Paranoia almost perfectly.
Okay, that's all I'm willing to do before I get too deep into thinking about some of the awesome games that this would make. My mind is for some reason desperately avoiding mixing this with Mouse Guard, probably because it knows that the result would literally blow my mind.
I leave for a few weeks and the thread dissolves into chaos and anarchy! Do you know what I think this thread needs?
Before you tell me your answers, let me talk to you about history.
You see, there was a minor issue with First Edition
PARANOIA
. It promised fun, hilarity, satire and fast combat. However, the combat was actually slow and the mechanics were sort of hard to grasp, which slows down the progress of the first three. Second Edition changed that. Now, I never played it or read it, but I hear it's pretty similar to XP's. All the fancy stuff that made combat a pain in First Edition was made into OPTIONAL RULES.
Then, a gang of roaming street producers strutted into West End Games, and thought they could improve something that was already perfect. Their excuse was that their work would "freshen up the game and broaden roleplay possibilities" but I heard it from a very reliable source that they were Commies out to sabotage our Fun.
Jokes aside, they introduced a
METAPLOT
, which generally doesn't work out well
1
. Here was their ridiculous, impossible and frankly, plain retarded metaplot, before it was erased by Friend Varney and declared never to have existed.
According to Friend Varney, this is how it began.
Art director Larry Catalano left West End in 1986. Catalano’s successor fired (illustrator) Jim Holloway and brought in a succession of increasingly poor cartoonists. (Writer/editor) Ken Rolston left shortly thereafter for unrelated reasons. In Ken’s wake, developers Doug Kaufman and Paul Murphy in turn briefly supervised the PARANOIA line. After they too departed, editorial control fell to - how do I put this tactfully? - people with different views of the PARANOIA line.
Okay, so Paranoia 5th Edition, also known as The Edition Nobody Talks About.
Like GorfZaplen said, one of the problems Paranoia ran into was the attempt at metaplot, but that wasn't really that bad; it's more of an experiment that failed, and there are parts of the fanbase who didn't have a problem with Post-Crash Alpha.
That being said, nobody liked 5th Edition.
Technically, it was really the third edition of the rules, and was the first one not written by the original crew.
And that was the problem.
See, the WEG writers didn't really "get" subtle or wry humor; it was monkey cheese or nothing. The best example was the Ghostbusters RPG, where the skill-use example was "let's say you had to eat a telephone!" Because that's the humor style in the Ghostbusters movies, right?
By the time they got to Paranoia, the game had devolved into the tabletop equivalent of the Epic Movie franchise; they moved away from making fun of RPG and genre tropes, and went into "Hey, remember <thing>? This is a reference to <thing>!"
It didn't help that WEG artist Tim Bobko got handle the lead artist role for the game. We all know that art plays a big role in setting up a game's feel; look at the Halloway art, for example.
Tim, though...
Yeah.
The art for P5 was all very cartoony. And not even good cartoony.
What happened to the brunette there?
It didn't help that Bobko put in a few pieces like
this
both in P5 and in a few of the other WEG books at the time.
The art throughout the book is all like that, and it was a large factor in destroying the feel of the game. Instead of dark comedy, it was all zany slapstick and it alienated the core fanbase to the point that we didn't see a new edition of the game for almost a decade.