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Paranoia virgins, looking for some advice how to run a game...
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<blockquote data-quote="Tinner" data-source="post: 2566632" data-attributes="member: 19667"><p>That phrase I highlighted in your original quote?</p><p>"Over the top" has NO meaning when you're playing Paranoia. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>By all means, if you want to set a mood, send the players shirts, badges, anything at all to help get the mood right.</p><p>Here's a few things that were helpful when I ran Paraoia back in the day.</p><p></p><p>1. Kill them. Kill them often. Paranoia is a different kind of game. If a PC doesn't die at least once in an adventure you've done something wrong.</p><p></p><p>2. Give them anough rope and they will hang themselves. The PC's all have perfectly good reasons to zap each other. This should be encouraged. Party infighting is a good thing in Paranoia. If a character says something vaguely traitorous, and the oher players don't pick up on, be sure to point it out to them. "Are you going to let him say that?" I a perfectly valid technique in Paranoia.</p><p></p><p>3. Be vague. Never tell the players exactly what the Computer wants them to do. If their assignment is to capture and return Enw-O-RLD, don't tell them to do that. Instead tell them they are to "handle the Enw-O-RLD problem." By being vague, you increase the odds that the PC's will do something really off script, and give the Computer the chance to vaporize or demote them.</p><p></p><p>4. Look for the Catch-22. First off, if you haven't wached the movie, or read the book Catch 22 - do so. It's perfect fodder for a Paranoia game. Look for no-win situations. If you can give them PC's a choice between certain death, and treason followed by execution, then you're doing very well.</p><p></p><p>5. Bureaucracy is your friend. Ever been to the BMV? Ever wait in line at a bank, or oher institution and after reaching the front of the line been told that you were in the wrong line, and had to start over? The computer runs things even less efficiently than that. One of the best examples of this I ever saw, was a Paranoia GM who told his PC's to report to R&D to be assigned experimental weaponry. R&D was located in a room with a rainbow of stripes on the floor. Like this.</p><p></p><p>Counter</p><p>Violet</p><p>Indigo</p><p>Blue</p><p>Green</p><p>Yellow</p><p>Orange</p><p>Red</p><p></p><p>The sign on the wall said take a number.</p><p>The sign next to it said stay on your stripe!</p><p>The numbers were hanging on a hook located in the Violet stripe.</p><p>The Red troubleshooters spent several comical hours trying to figure out how to get a number without violating a stripe they were not authorized to step on.</p><p>Classic stuff.</p><p></p><p>There's tons more, but IIRC there's a great GM section in the rulebook. Follow that advice and you'll be just fine citizen.</p><p>You are fine ... aren't you citizen?</p><p>The computer wants you to be fine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Tinner, post: 2566632, member: 19667"] That phrase I highlighted in your original quote? "Over the top" has NO meaning when you're playing Paranoia. :D By all means, if you want to set a mood, send the players shirts, badges, anything at all to help get the mood right. Here's a few things that were helpful when I ran Paraoia back in the day. 1. Kill them. Kill them often. Paranoia is a different kind of game. If a PC doesn't die at least once in an adventure you've done something wrong. 2. Give them anough rope and they will hang themselves. The PC's all have perfectly good reasons to zap each other. This should be encouraged. Party infighting is a good thing in Paranoia. If a character says something vaguely traitorous, and the oher players don't pick up on, be sure to point it out to them. "Are you going to let him say that?" I a perfectly valid technique in Paranoia. 3. Be vague. Never tell the players exactly what the Computer wants them to do. If their assignment is to capture and return Enw-O-RLD, don't tell them to do that. Instead tell them they are to "handle the Enw-O-RLD problem." By being vague, you increase the odds that the PC's will do something really off script, and give the Computer the chance to vaporize or demote them. 4. Look for the Catch-22. First off, if you haven't wached the movie, or read the book Catch 22 - do so. It's perfect fodder for a Paranoia game. Look for no-win situations. If you can give them PC's a choice between certain death, and treason followed by execution, then you're doing very well. 5. Bureaucracy is your friend. Ever been to the BMV? Ever wait in line at a bank, or oher institution and after reaching the front of the line been told that you were in the wrong line, and had to start over? The computer runs things even less efficiently than that. One of the best examples of this I ever saw, was a Paranoia GM who told his PC's to report to R&D to be assigned experimental weaponry. R&D was located in a room with a rainbow of stripes on the floor. Like this. Counter Violet Indigo Blue Green Yellow Orange Red The sign on the wall said take a number. The sign next to it said stay on your stripe! The numbers were hanging on a hook located in the Violet stripe. The Red troubleshooters spent several comical hours trying to figure out how to get a number without violating a stripe they were not authorized to step on. Classic stuff. There's tons more, but IIRC there's a great GM section in the rulebook. Follow that advice and you'll be just fine citizen. You are fine ... aren't you citizen? The computer wants you to be fine. :D [/QUOTE]
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