Paranoia XP

Crothian

First Post
This was a big hit at Gen Con but since then I haven't hear d a lot of people talking about it. I must say that it really does a great job of capturing the game. Its the first rule book of the game I've had, and it lives up to my expections. I really like the three different options of the game, and the great insifght the game designers have. Unlike most books there is a lot of infortion from the game designers talking directly to the DM and players instead of the usual rule book. And it is a blast to read (assuming you have UV clearence of course). Its not that the game doesn't take itself too seriously...and it doesn't; but it does take itself serious enough.
 

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I have never played Paranoia before but the release of the new edition sparked my interest. I am currently eagerly waiting for it to arrive from the US (I live in Australia) and I plan to at least run a one-shot with it once I get it. Depending on how well that goes I may even try some sort of semi-campaign. I'm not sure how much of a campaign you can run with a game where characters die so often but I'm sure that the book will give some insight into that.

I'm not sure how sales of the XP edition are going but I understand that Mongooose had to do another print run of it so you would imagine that sales are at least meeting expectations. As far as releases are concerned, the Traitor's Manual came out in the last month or so and I also read somewhere that early next year Mongoose will be putting out a collection of classic adventures (not sure if that is the correct term for it) from previous Paranoia editions, updated to the new edition. If my players are interested in playing Paranoia after my test-drive one-shot then I would be very interested in buying that collection.

Olaf the Stout
 

I always use it as a one-shot, meaning when we don't run the normal game because too many no shows. It has always been a great one night gaming alternative and still is.
 


I just ran a Paranoia XP last week and it was a blast. The book provieds three styles of play. Classic and Zap are great for one-offs, but Straight could support a whole campaign. In fact, I ran the game with some straight elements, so they could go back to the same characters next time.
 

I'm thinking of getting Paranoia XP, but I'd like to know what value there is in the supplemental texts. Any advice from people who've used them?

Dave
 


I have the materials that they put out and will posting some reviews shortly.

In short, XP is great. I love the direction they took with it while understanding that the failures towards the end of the last edition were due to getting away from what the original game was like.

I wrote a review of XP for ENworld a few months ago. Anyone who is thinking about it should take a look at the review.
 

The more I read it the more I'm impressed. THis is the first game book that I can recall that has made me laugh at loud. There is just so much feeling in the game that it sets the sertting without really explaining the setting too much. I mean they seem to have really done it all right with the characters and the secret socities and it just really is a fun book.
 

Sadly enough, it matches our mode of play. We get stuck on rabbit trials and end up chasing our tails. We have quite a few players with the "what does this button do" and I am the guy who gets bored quickly and does something else besides pay attention (that's why I run most of the time, otherwise I don't pay attention). And the GM is the kind of guy who does things because he thinks its funny. Being Team leader has cured our party megalomaniac of ever wanting to be in charge ever again. We are all developing a Love-Hate relationship to the game, and we both dread and can't wait to play again.
 

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