BiggusGeekus
That's Latin for "cool"
Best. Game. Ever.
(at least the Computer says so and the Computer would never lie)
If you have the Dragon magazine CD ROM look for an article called "Treasonus Jive That Will Keep You Alive". It is an absolutely hysterical read that gives Paranoia playing tips.
Running Paranoia is easy.
1) Summon the Troubleshooters before the Computer (or, more accurately, a terminal)
2) Tell the Troubleshooters that there is a problem in RED Sector and they should check it out.
3) Now send them to R&D. Assuming you have a four member group you should give the troubleshooters the following:
* A rocket sled that is a giant rocket duct-tapped to a very old (think Santa Claus) wooden sled.
* Mark V "Super-Citizen" Power Armor (it has enough energy to move forward, pivot, activate its deflector screen, and fire its laser ... but only one at a time. If the player come late to the game you may as well go for it and put a safty feature on the armor. You know? Like a giant red "eject" button on the front?)
* A mega-rocket launcher (roll d20 * 10 for the range every time it fires. The blast radius should be around 10')
* A small teddy bear
4) Next is to go to RED sector. I suggest that they be lead by a seductive local guide "Bette-R" who leads them into a trap before they storm the commie hideout. For grins, have the commies hideout be playing host to one of the player's secret socities.
5) Debriefing! This is where the players stand before the Computer, talk about their victory, and report on the merits of the R&D gear(*).
See? Easy.
BG
* Remeber. Every missions was victorious and every piece of R&D gear is wonderful (and returned undamaged!)
(at least the Computer says so and the Computer would never lie)
If you have the Dragon magazine CD ROM look for an article called "Treasonus Jive That Will Keep You Alive". It is an absolutely hysterical read that gives Paranoia playing tips.
Running Paranoia is easy.
1) Summon the Troubleshooters before the Computer (or, more accurately, a terminal)
2) Tell the Troubleshooters that there is a problem in RED Sector and they should check it out.
3) Now send them to R&D. Assuming you have a four member group you should give the troubleshooters the following:
* A rocket sled that is a giant rocket duct-tapped to a very old (think Santa Claus) wooden sled.
* Mark V "Super-Citizen" Power Armor (it has enough energy to move forward, pivot, activate its deflector screen, and fire its laser ... but only one at a time. If the player come late to the game you may as well go for it and put a safty feature on the armor. You know? Like a giant red "eject" button on the front?)
* A mega-rocket launcher (roll d20 * 10 for the range every time it fires. The blast radius should be around 10')
* A small teddy bear
4) Next is to go to RED sector. I suggest that they be lead by a seductive local guide "Bette-R" who leads them into a trap before they storm the commie hideout. For grins, have the commies hideout be playing host to one of the player's secret socities.
5) Debriefing! This is where the players stand before the Computer, talk about their victory, and report on the merits of the R&D gear(*).
See? Easy.
BG
* Remeber. Every missions was victorious and every piece of R&D gear is wonderful (and returned undamaged!)