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Paranoia virgins, looking for some advice how to run a game...
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<blockquote data-quote="WillieW" data-source="post: 2566919" data-attributes="member: 4299"><p>Make sure everyone has expermiental (read as "useless" or possibly "deadly to operator") equipment, and have been really, really, really, encouraged by The Computer to use it as often as possible. They'll be expected to make a report on its best points at the end of the mission. The other clones will be expected to answer a pop quiz on other clones' use of the valuable equipment, but of course won;t be told this in advance. (As no-one will probably survive the mission, this is probably irrelevant anyway).</p><p></p><p>Not only screw over the player characters, make it *obvious* that they're being screwed over by the bureaucracy and supply clerks.</p><p></p><p>If Secret Societies are being used, make sure something glaringly crucial to the aims of the sceret society is available in the adventure. It should be the complete opposite of the aims (if these are even in any way clarified) of the mission, and possibly the opposite of the goals of other secret societies among the Troubleshooters.</p><p></p><p>Give somebody a purple-coloured bicycle. A purple-coloured bicycle is treasonous by its mere existence.</p><p></p><p>Make LOTS of GM-player "private conversations" to increase general player paranoia.</p><p></p><p>Oh, and make sure the players know that it is "possible" that there will be a high-level of attrition in the game. Players of other RPGs are sometimes horribly traumatised by Paranoia.</p><p></p><p>Serve the Computer</p><p></p><p>Trust no-one</p><p></p><p>Keep your laser handy</p></blockquote><p></p>
[QUOTE="WillieW, post: 2566919, member: 4299"] Make sure everyone has expermiental (read as "useless" or possibly "deadly to operator") equipment, and have been really, really, really, encouraged by The Computer to use it as often as possible. They'll be expected to make a report on its best points at the end of the mission. The other clones will be expected to answer a pop quiz on other clones' use of the valuable equipment, but of course won;t be told this in advance. (As no-one will probably survive the mission, this is probably irrelevant anyway). Not only screw over the player characters, make it *obvious* that they're being screwed over by the bureaucracy and supply clerks. If Secret Societies are being used, make sure something glaringly crucial to the aims of the sceret society is available in the adventure. It should be the complete opposite of the aims (if these are even in any way clarified) of the mission, and possibly the opposite of the goals of other secret societies among the Troubleshooters. Give somebody a purple-coloured bicycle. A purple-coloured bicycle is treasonous by its mere existence. Make LOTS of GM-player "private conversations" to increase general player paranoia. Oh, and make sure the players know that it is "possible" that there will be a high-level of attrition in the game. Players of other RPGs are sometimes horribly traumatised by Paranoia. Serve the Computer Trust no-one Keep your laser handy [/QUOTE]
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