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Has anyone run "Me and My Shadow, Mark IV" [Paranoia]?

s0rn

First Post
I am going to be running my group through this adventure next week, and was wondering if anyone had some tips? This will be my first time running (or playing) Paranoia, and the same for my players.
The adventure looks like it could be a classic, but any suggestions on things to do, or warnings on things that happened when you ran the game would be appreciated.

Also, this has been brought up before, but I intend at some point to run Piratecat's "Adventures in Clonesitting"and I would love to read over the storyhour about it for ideas before I do. So if anyone has that saved somewhere could you send it to me (sorn@ufl.edu) or post it on the storyhour board?

Thanks
 

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I've run it several times... it's definitely a "code seven" adventure (takes about seven clones to make it to the end.)

Make the players actually stand up and do their excecises or accumulate treason points. You might find yourself taking a few clones out already here, I did.

Play up the ultraviolet joggers to the max, too.
 

I'm not familiar with the adventure, but I can give some general pointers. The important thing in running Paranoia is to constantly task the PCs with choices, and both choices lead to treason. This is particularly good with the Computer. Have the Computer encourage the Troubleshooters to contact it should they need anything at all. However, if they need something, then they are not happy. Or the Computer can ask the team "Have you not been outfitted by R&D with everything a troubleshooter needs?"

Another important thing to beat into, ahem... teach... your players is that if one of them is in danger of execution or treason, the best way out is to implicate somebody else, preferably the team leader.
 

Oh, I was definately planning on making them stand up and do some exercise. They have no idea what is in store for them :). I figure at that point I might lose a clone or two, but maybe I will just give out some hefty treason points then, and let them kill each other later.
 

One more thing... Paranoia works best as a game with NO MERCY in my opinion, the level of humor in a game is directly proportional to the number of clone bodies littering the hallways of Alpha Complex (or the outside.)
 


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