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Paranoia Secret Societies
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<blockquote data-quote="Olibarro" data-source="post: 1795848" data-attributes="member: 24888"><p>Let me preface this by saying that I think the choices of secret societies have been aces from the beginning. Remember that I'm a fan from first edition, and I think you are right that the existing core set of societies has stood the test of time. I was excited to see a revival of Paranoia, but nervous at all of GC's talk about revamping it for the new millenium. I would have liked to see maybe one or two new societies (just cuz we all like new goodies), but I don't have any serious issue with sticking with the classics.</p><p></p><p>NOTE: I'm quoting you out of order to make things clearer.</p><p></p><p></p><p></p><p>Absolutely agreed on all of the above points.</p><p></p><p>What XP has (just as the original did) is a great solid set of societies that provide a lot of variety, but I think it's a fallacy to try to justify them as the most logical set of choices as if they are predestined.</p><p></p><p>For example:</p><p></p><p></p><p>There's nothing wrong with these choices, but there are a lot of other options to "reflect certain aspects of society." What about Feminism or Political Correctness or Goths or X-Files style aliens/conspiracy theory stuff or Big Media? All of these are equally as valid and relevant as Environmentalists and Drug Culture. I mean, if you only had room to pick a few out of this lot, it makes sense to go with the traditional ones, but I think it's wrong to imply that these are the most logical choices to make if you were drawing this up today from scratch without the history of the game guiding you.</p><p></p><p></p><p></p><p>I strongly agree with these two. I've always thought Spy for Another Complex and Service Group Spy were both awesome if played correctly, and I was disappointed when they were dropped from 2nd edition. But I don't agree that they are the only two exceptions. As I point out above, I think there's a good half dozen major elements of modern culture that have just as much credibility as Sierra Club and Romantics and Mystics but are more than just "tweaking" of existing groups.</p><p></p><p>Either way, I can't stress enough that while I may sit here and argue esoterica, I really have no problem with the game itself. I'm thrilled that it's out there, and I'm eagerly looking forward to any and all supplemental material.</p></blockquote><p></p>
[QUOTE="Olibarro, post: 1795848, member: 24888"] Let me preface this by saying that I think the choices of secret societies have been aces from the beginning. Remember that I'm a fan from first edition, and I think you are right that the existing core set of societies has stood the test of time. I was excited to see a revival of Paranoia, but nervous at all of GC's talk about revamping it for the new millenium. I would have liked to see maybe one or two new societies (just cuz we all like new goodies), but I don't have any serious issue with sticking with the classics. NOTE: I'm quoting you out of order to make things clearer. Absolutely agreed on all of the above points. What XP has (just as the original did) is a great solid set of societies that provide a lot of variety, but I think it's a fallacy to try to justify them as the most logical set of choices as if they are predestined. For example: There's nothing wrong with these choices, but there are a lot of other options to "reflect certain aspects of society." What about Feminism or Political Correctness or Goths or X-Files style aliens/conspiracy theory stuff or Big Media? All of these are equally as valid and relevant as Environmentalists and Drug Culture. I mean, if you only had room to pick a few out of this lot, it makes sense to go with the traditional ones, but I think it's wrong to imply that these are the most logical choices to make if you were drawing this up today from scratch without the history of the game guiding you. I strongly agree with these two. I've always thought Spy for Another Complex and Service Group Spy were both awesome if played correctly, and I was disappointed when they were dropped from 2nd edition. But I don't agree that they are the only two exceptions. As I point out above, I think there's a good half dozen major elements of modern culture that have just as much credibility as Sierra Club and Romantics and Mystics but are more than just "tweaking" of existing groups. Either way, I can't stress enough that while I may sit here and argue esoterica, I really have no problem with the game itself. I'm thrilled that it's out there, and I'm eagerly looking forward to any and all supplemental material. [/QUOTE]
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