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Paranoia XP- Experiences?
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<blockquote data-quote="SWBaxter" data-source="post: 2271902" data-attributes="member: 27926"><p>In first edition, Paranoia was still trying to work out what style and atmosphere it wanted. The sample adventure leans more towards the darkly satiric than the zany, IMHO, but the mutant powers and secret societies are clearly played for laughs. It was the adventures and Acute Paranoia that really set the early wild-and-crazy tone.</p><p> </p><p></p><p> </p><p>Rules-wise, it's great - nice and fast. For setting, I kinda prefer a mix of the classic zany style with a heavy dash of the more serious dark satire to boot, but it's got good stuff for a wide variety of different styles. Most important thing on the "do not" list, IMHO: do not make the game adversarial; chances are, the players will do enough of that on their own. Presenting life as wildly unfair is fine, but it should be relatively impersonal - the world (personified by the GM) isn't specifically out to get them, it's out to get everybody and they just happen to be in the line of fire.</p><p> </p><p>And for a do: I just got back from my FLGS where they had "Flashbacks", a hardcover with a bunch of classic old adventures updated to Paranoia XP. I don't think you can go wrong by picking it up and reading through those. Particularly "The Yellow Clearance Black Box Blues", which was one of the early adventures that really shaped the Paranoia style.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2271902, member: 27926"] In first edition, Paranoia was still trying to work out what style and atmosphere it wanted. The sample adventure leans more towards the darkly satiric than the zany, IMHO, but the mutant powers and secret societies are clearly played for laughs. It was the adventures and Acute Paranoia that really set the early wild-and-crazy tone. Rules-wise, it's great - nice and fast. For setting, I kinda prefer a mix of the classic zany style with a heavy dash of the more serious dark satire to boot, but it's got good stuff for a wide variety of different styles. Most important thing on the "do not" list, IMHO: do not make the game adversarial; chances are, the players will do enough of that on their own. Presenting life as wildly unfair is fine, but it should be relatively impersonal - the world (personified by the GM) isn't specifically out to get them, it's out to get everybody and they just happen to be in the line of fire. And for a do: I just got back from my FLGS where they had "Flashbacks", a hardcover with a bunch of classic old adventures updated to Paranoia XP. I don't think you can go wrong by picking it up and reading through those. Particularly "The Yellow Clearance Black Box Blues", which was one of the early adventures that really shaped the Paranoia style. [/QUOTE]
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