CRG said:
Hey Paranoia WAS the original D20 game....hell, we could WRITE the damn rules in D20 in like 3 minutes.
Piratecat said:There's nothing left for me to say!
Excellent advice. In Paranoia you really need to think on your feet, to take what the players say and twist it. The first time someone says "Jesus Christ" or "Oh God!" kill their character for possessing treasonous knowledge unless they can wriggle their way out of it ("Err, GOD sector, friend Computer!"). Lordy, I love this game.
The various adventures I wrote have some decent tips in them. You want a copy? Email me at kevin@kulp.org, and make sure you have enough space in your in-box (they're pdfs; figure 1 mb per adventure, including PCs.)
Greatwyrm said:To be honest, it's the players that make Paranoia what it is. As a GM, the best thing you can do is explain the following things to everyone:
1. Lying, backstabbing, and being a mutant are all important and expected.
2. You get executed if you get caught doing any of the above and also by arbitrary GM fiat.
3. You get 6 lives. Make the most of them.
If you've got the right group of people, the rest should take care of itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.