Paranoia?

Snarf Zagyg

Notorious Liquefactionist
I saw the post about the marketshare of different games on Roll20 and noticed Paranoia.

That is a game that I haven't thought about in a while. But I'm thinking about maybe digging around and running it.

So, anyone here run it recently? What's going on with it in terms of editions and material? Am I better off looking through my old stuff (circa Hill Sector Blues) or is there a more recent edition worth getting into?
 

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JiffyPopTart

Bree-Yark
I ran a one-off a few years ago...it was fun.

I don't think the system you use for Paranoia is important at all. I'd just stick with the old materials you have unless you are interested in the new versions to see whats been updated in the fluff.

Also, if you didn't know, there was a Paranoia videogame released recently. Paranoia: Happiness is Mandatory. I haven't played it since its only on the PC but it looks fun.
 


Lem23

Adventurer
There was a new version out recently (well, in the last couple or so years), but I wasn't that impressed. I was always more in favour of the classic to straight type game, and the new version leans heavily into the zap style game. It also jettisons a lot of what made Paranoia, Paranoia (the angst about communists when the alpha complex itself is run along communist lines, etc - the new version has "terrorists" as the constant phantom enemy). My recommendation would be to stick to whichever older version you have and enjoyed playing. You can't go wrong that way.
 

Snarf Zagyg

Notorious Liquefactionist
There was a new version out recently (well, in the last couple or so years), but I wasn't that impressed. I was always more in favour of the classic to straight type game, and the new version leans heavily into the zap style game. It also jettisons a lot of what made Paranoia, Paranoia (the angst about communists when the alpha complex itself is run along communist lines, etc - the new version has "terrorists" as the constant phantom enemy). My recommendation would be to stick to whichever older version you have and enjoyed playing. You can't go wrong that way.

Well, that's disappointing if unsurprising. I was hoping that there was something good and modern to try.
 



Lem23

Adventurer
I do not understand the appeal of using cards in RPGs, at all, so that's a hard pass for me.

I don't mind them, depending on context. The original Deadlands had them for use by hexslingers - gambling cardsharps that use them to power their magic - and it worked really well there. I also used to enjoy Torg back in the day, because of the cards in that game too. In the main though, I'm not a fan myself either, and especially when you need to buy more decks to be able to play. I thik in the new version of Paranois, all the mutant powers, secret societies, mutations, and experimental gear are on cards, which I'm not a fan of.
 

the Jester

Legend
I do not understand the appeal of using cards in RPGs, at all, so that's a hard pass for me.

The only card mechanic I've really enjoyed in RPGs was when I briefly used a deck to build random encounters with. I'd roll 1d4 to see how many cards to draw, then see what evolved from the cards, some of which included groups of monsters. My idea was to build a deck for each wilderness area and possibly for dungeon levels, etc.
 


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