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Starting out with Paranoia
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<blockquote data-quote="ced1106" data-source="post: 5238713" data-attributes="member: 7551"><p>The Paranoia rulebooks do an *excellent* job setting the stage of the game. If you haven't read the GM advice, it's one of the best roleplaying advice I've read. </p><p></p><p>Tips:</p><p></p><p>* Tell your players that you're going to run Paranoia. Ask *them* to tell the others what the game is about. They'll probably tell the other players what dire horrors await them. Use them, since they'll be even more dire than what you originally planned.</p><p></p><p>* Don't hesitate to ad-lib a scene or use a player not in the scene to play an overpowered NPC. The player will relish the opportunity to be drunk with power, yet he won't imbalance the game because the NPC will walk off the scene when you're done with it.</p><p></p><p>* Get some bric-a-brac from around the house and stick it in a large manila envelope marked "HIGHLY CONFIDENTIAL RESEARCH MATERIALS". At the research debriefing, hand out the envelope to one of the players. If and usually when they open it, begin the debriefing by saying, "Please do not open the sealed envelope until given permission to do so. Opening the envelope without permission is treason."</p><p></p><p>* Come up with your own shticks and running jokes. Besides the envelope, I'd add a scene where a cloud of poisonous gas was slowly pumped into the Troubleshooter's room "to encourage them to attend the debriefing", an innocent-computer terminal with an on/off switch in a suspiciously recessed hole, and the climactic ending where *every* adventure I ran ended at the same time, melting down Alpha Complex in an apocalyptic mess.</p></blockquote><p></p>
[QUOTE="ced1106, post: 5238713, member: 7551"] The Paranoia rulebooks do an *excellent* job setting the stage of the game. If you haven't read the GM advice, it's one of the best roleplaying advice I've read. Tips: * Tell your players that you're going to run Paranoia. Ask *them* to tell the others what the game is about. They'll probably tell the other players what dire horrors await them. Use them, since they'll be even more dire than what you originally planned. * Don't hesitate to ad-lib a scene or use a player not in the scene to play an overpowered NPC. The player will relish the opportunity to be drunk with power, yet he won't imbalance the game because the NPC will walk off the scene when you're done with it. * Get some bric-a-brac from around the house and stick it in a large manila envelope marked "HIGHLY CONFIDENTIAL RESEARCH MATERIALS". At the research debriefing, hand out the envelope to one of the players. If and usually when they open it, begin the debriefing by saying, "Please do not open the sealed envelope until given permission to do so. Opening the envelope without permission is treason." * Come up with your own shticks and running jokes. Besides the envelope, I'd add a scene where a cloud of poisonous gas was slowly pumped into the Troubleshooter's room "to encourage them to attend the debriefing", an innocent-computer terminal with an on/off switch in a suspiciously recessed hole, and the climactic ending where *every* adventure I ran ended at the same time, melting down Alpha Complex in an apocalyptic mess. [/QUOTE]
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