Paranoia xp service pack 1 question

Ya, I never kept track of conditions or life points. I did try to make the PC character sheets look more complicated then they needed to be. And by the end of most sessions most of the players still didn't have any idea on how the rules I was using worked. Some tried to min max the system which just annoyed me.
 

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When I'd run Paranoia way back when, we'd gone with a pretty silly tone. Good stuff, yeah, but I read XP recently, and something about "Straight" style just clicked with me.

When i run it again, I'm definately going that way -- The Office-meets-Brazil awkwardness and alienation rather than slapstick, and Troubleshooters less worried about summary execution and more worried about their fines and bribes bankrupting them so badly that The Computer forecloses on their identity -- that's some creepy stuff, and I love it.
 

When I'd run Paranoia way back when, we'd gone with a pretty silly tone. Good stuff, yeah, but I read XP recently, and something about "Straight" style just clicked with me.

When i run it again, I'm definately going that way -- The Office-meets-Brazil awkwardness and alienation rather than slapstick, and Troubleshooters less worried about summary execution and more worried about their fines and bribes bankrupting them so badly that The Computer forecloses on their identity -- that's some creepy stuff, and I love it.

Heh, I only played it back then but we only did silly as well. But I remember thinking if it was played as a non complete comedy game the setting could be fantastic. The thought of actually working against the computer and watching your back and being serious about surviving and living on the edge had a great appeal. But the games always focused on nobody walking out of R&D alive because nuclear powered whatevers have irresistible lids saying do not open and on making "Ah-oo-gah" noises in a submarine and quickly devolved into farce. The concept of straight style Paranoia has a great deal of appeal to me too.
 

I've made this offer before, but I have a couple of old 2nd edition Paranoia modules floating around that I wrote. At the risk of bringing up something done 15 years ago, I'm happy to post them if anyone wants to see them.
 


I've made this offer before, but I have a couple of old 2nd edition Paranoia modules floating around that I wrote. At the risk of bringing up something done 15 years ago, I'm happy to post them if anyone wants to see them.

Absolutley. At the very least I could play spot the anachronistic futurism. :)
 

Yep. I tend to use the Rules-Lite version: PEW-PEW-PEW then whatever's funniest happens, and then you probably mark off a clone. Like Feng Shui, Paranoia is too fun and fast a game to have to do math in your head.

I was a player in a Paranoia XP game which Piratecat ran about, Oh, a week ago. I can confirm that apart from rolling to hit nobody ever bothered about damage. Some times we didn't even bother rolling to hit (when 90% of the team suddenly realised that one of their team-mates was a mutant commie traitor and there was a fusillade of pew-pew-pew, he just crossed off a clone and had done with it!)

I can't quite imagine running a Paranoia campaign, but as one-offs it was fun.

After all, fun is mandatory.
 

BTW, it struck me as rather funny after the event that when the war-robot that I was trialling started talking to me about its desires for people to live together in what would effectively be a communist society, it didn't even register to me that it was a 'commie traitor', I was thinking "Oh, that sounds like a nice way of running a society".

See, I'm too innocent to really play Paranoia.

Really.
 



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