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Paranoia
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<blockquote data-quote="Umbran" data-source="post: 6145819" data-attributes="member: 177"><p>Oh, goodness. Paranoia...</p><p></p><p>For several years, a couple of friends and I would run what we called "Paranoiafest". Simply put - a weekend-long Paranoia gaming event. Friday night would be a lightweight scenario just to get everyone in the mood. Saturday morning the players would have a real brunch, and then they were in for 24 hours of nonstop Paranoia.</p><p></p><p>We had three GMs (dressed all in white, of course). We usually had 12-14 players. We made food. Well, okay, maybe calling it "food" is an overstatement. We had things you could eat that represented the output of Alpha Complex food vats and kitchens. Hot Fun, and Bouncy Bubble Beverage, for example. The basic rule was that we would not make the players eat that which we would not eat ourselves - so everything was tested and tasted beforehand. It is surprising how much you can do to make food that is, honestly, not all that bad, and make it really unnerving for the players. For example, take some bologna and shred it. Mix it with a bit of mustard and food coloring (green, probably, as it is a pretty palatable bologna and mustard, so higher security clearance). Put that in a small plastic baggie, and toss it to the player (a gentle lob is sufficient, so they must catch it and feel it <em>squidge</em> in their hands). Then, have the food vendor bot ejects a bread-product-disk (Boston Brown bread, from a can, sliced) at them. They *could* have a sandwich, if they wanted. But, well...</p><p></p><p>(We aimed to make sure nobody lost their lunch, so to speak.)</p><p></p><p>As to scenarios... in 24 hours, you can go through a lot of material. I can hardly remember them all. Frequently, though, just getting characters through the mission briefing was enough - we lost more than one six-pack to briefings. Getting them through PL&C to get normal gear, and then through R&D for the equipment to test, was gravy.</p><p></p><p>I think I may now need to run Paranoia at the next Boston Gameday...</p><p></p><p>For your Superhero theme: we had a recurring NPC - Vatman! He lived in the VAT-cave (a cavern in VAT sector, which is devoted to the algae-vats used to grow much of Alpha Complex's food). He had a Vat-mobile, Vatarangs, and so on. We eventually had the PCs sent to hunt down Vatman (who, because he acted outside the normal chain of Alpha Complex command, was a commiemutanttraitorscum). My recollection is that an interaction between one of the algae vats and a plasma cannon from R&D created a vat-monster, such that fighting the monster allowed Vatman to escape....</p><p></p><p>We didn't have too many other superheroes (though once, we did have citizen Herc-U-LES show up. He was not happy, for many reasons).</p><p></p><p>We had one character with the mutant power of having a sock-puppet instead of one of his hands. It was never clear to the other PCs if the sock puppet actually had a mind of its own, or if the PC was just insane. But, he at one point spent a part of the game holding his own hand at gunpoint. Well, actually, at skin-sampler-point, but it was a skin sampler form R&D, so who knew whether it was lethal or not? </p><p></p><p>Another mutant power: Mint control. No, not mind control - mint control. As in, control over anything mint-flavored. Which, honestly, is a surprising amount of stuff in Alpha Complex, much of which you'd not want to put in your mouth...</p></blockquote><p></p>
[QUOTE="Umbran, post: 6145819, member: 177"] Oh, goodness. Paranoia... For several years, a couple of friends and I would run what we called "Paranoiafest". Simply put - a weekend-long Paranoia gaming event. Friday night would be a lightweight scenario just to get everyone in the mood. Saturday morning the players would have a real brunch, and then they were in for 24 hours of nonstop Paranoia. We had three GMs (dressed all in white, of course). We usually had 12-14 players. We made food. Well, okay, maybe calling it "food" is an overstatement. We had things you could eat that represented the output of Alpha Complex food vats and kitchens. Hot Fun, and Bouncy Bubble Beverage, for example. The basic rule was that we would not make the players eat that which we would not eat ourselves - so everything was tested and tasted beforehand. It is surprising how much you can do to make food that is, honestly, not all that bad, and make it really unnerving for the players. For example, take some bologna and shred it. Mix it with a bit of mustard and food coloring (green, probably, as it is a pretty palatable bologna and mustard, so higher security clearance). Put that in a small plastic baggie, and toss it to the player (a gentle lob is sufficient, so they must catch it and feel it [I]squidge[/I] in their hands). Then, have the food vendor bot ejects a bread-product-disk (Boston Brown bread, from a can, sliced) at them. They *could* have a sandwich, if they wanted. But, well... (We aimed to make sure nobody lost their lunch, so to speak.) As to scenarios... in 24 hours, you can go through a lot of material. I can hardly remember them all. Frequently, though, just getting characters through the mission briefing was enough - we lost more than one six-pack to briefings. Getting them through PL&C to get normal gear, and then through R&D for the equipment to test, was gravy. I think I may now need to run Paranoia at the next Boston Gameday... For your Superhero theme: we had a recurring NPC - Vatman! He lived in the VAT-cave (a cavern in VAT sector, which is devoted to the algae-vats used to grow much of Alpha Complex's food). He had a Vat-mobile, Vatarangs, and so on. We eventually had the PCs sent to hunt down Vatman (who, because he acted outside the normal chain of Alpha Complex command, was a commiemutanttraitorscum). My recollection is that an interaction between one of the algae vats and a plasma cannon from R&D created a vat-monster, such that fighting the monster allowed Vatman to escape.... We didn't have too many other superheroes (though once, we did have citizen Herc-U-LES show up. He was not happy, for many reasons). We had one character with the mutant power of having a sock-puppet instead of one of his hands. It was never clear to the other PCs if the sock puppet actually had a mind of its own, or if the PC was just insane. But, he at one point spent a part of the game holding his own hand at gunpoint. Well, actually, at skin-sampler-point, but it was a skin sampler form R&D, so who knew whether it was lethal or not? Another mutant power: Mint control. No, not mind control - mint control. As in, control over anything mint-flavored. Which, honestly, is a surprising amount of stuff in Alpha Complex, much of which you'd not want to put in your mouth... [/QUOTE]
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