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<blockquote data-quote="Olibarro" data-source="post: 1792398" data-attributes="member: 24888"><p>[Hey cool... it's my stuff.]</p><p></p><p>Part of what I was looking for with the new Paranoia XP was <em>topical</em>. Part of the original's appeal was its very topical nature, playing off the fads and fears and stereotypes of the day. It was very much a product of the cold war era, and that cold war mentality pervades it.</p><p></p><p>And so I was a little apprehensive and a little excited by all of Costikyan's talk about revamping Paranoia to make it a modern, topical game once again... losing some of the out of date stuff and incorporating more of our modern information society fears and twitches.</p><p></p><p>So imagine the utter anti-climacity of it when I got the draft version and found... nothing had changed. Sure, the rules were updated (and improved in my opinion), and everything was greatly expanded, and they specifically laid out the various play styles that had evolved over the decades. But on matters of substance... nothing. Maybe some tweaks (a few new powers and revisions here and there), but essentially exactly the same setting.</p><p></p><p>So the societies I selected for this article fill exactly that gap. I have a dozen or so really good ones that I've used over the last 15 years, but these I thought were especially topical, and reflected aspects of society that A) mesh well with the Paranoia setting and mentality and B) can always use a good lampooning.</p><p></p><p>I'm glad to see people have been reading it. Thanks.</p><p></p><p>[PS--don't get me wrong... I adore Paranoia and always have, and I think XP so far seems to be a good solid remake. I just have a ton of stuff I'd like to see in the new supplements.]</p></blockquote><p></p>
[QUOTE="Olibarro, post: 1792398, member: 24888"] [Hey cool... it's my stuff.] Part of what I was looking for with the new Paranoia XP was [i]topical[/i]. Part of the original's appeal was its very topical nature, playing off the fads and fears and stereotypes of the day. It was very much a product of the cold war era, and that cold war mentality pervades it. And so I was a little apprehensive and a little excited by all of Costikyan's talk about revamping Paranoia to make it a modern, topical game once again... losing some of the out of date stuff and incorporating more of our modern information society fears and twitches. So imagine the utter anti-climacity of it when I got the draft version and found... nothing had changed. Sure, the rules were updated (and improved in my opinion), and everything was greatly expanded, and they specifically laid out the various play styles that had evolved over the decades. But on matters of substance... nothing. Maybe some tweaks (a few new powers and revisions here and there), but essentially exactly the same setting. So the societies I selected for this article fill exactly that gap. I have a dozen or so really good ones that I've used over the last 15 years, but these I thought were especially topical, and reflected aspects of society that A) mesh well with the Paranoia setting and mentality and B) can always use a good lampooning. I'm glad to see people have been reading it. Thanks. [PS--don't get me wrong... I adore Paranoia and always have, and I think XP so far seems to be a good solid remake. I just have a ton of stuff I'd like to see in the new supplements.] [/QUOTE]
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