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General Tabletop Discussion
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The conventions and techniques of gaming (brainstorm)
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<blockquote data-quote="Umbran" data-source="post: 1654383" data-attributes="member: 177"><p>I'm not sure what you say here is strictly true.</p><p></p><p>In your normal RPG, if the GM sets up for a specific linear plot, he will probably have to railroad the PCs to keep them on it, unless the players choose to follow it - which isn't that hard to arrange sometimes, if you know your players. </p><p></p><p>And, frequently enough, when you review a session, or a string of sessions, from a particular character's point of view, you also see what amounts to a linear plot. Gorag the Barbarian sees a nice logical unfolding of elements and causation from A to B to C without much in the way of sidetracks or deviation. </p><p></p><p></p><p></p><p>It isn't unique, no. But it also isn't any of the published versions of Paranoia of which I'm aware. The 1st, 2nd, and 5th (there was no 3rd or 4th) all have a dice mechanic for task resolution. Your GM, of course, was free to muck with that. Showing signs of knowledge of the game mechanic is treasonous and grounds for execution <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There is a convention that Paranoia does break - in most games, the PCs are assumed to be working together and cooperating. Paranoia assumes that PCs are actively working against each other, under the illusion of cooperation <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Umbran, post: 1654383, member: 177"] I'm not sure what you say here is strictly true. In your normal RPG, if the GM sets up for a specific linear plot, he will probably have to railroad the PCs to keep them on it, unless the players choose to follow it - which isn't that hard to arrange sometimes, if you know your players. And, frequently enough, when you review a session, or a string of sessions, from a particular character's point of view, you also see what amounts to a linear plot. Gorag the Barbarian sees a nice logical unfolding of elements and causation from A to B to C without much in the way of sidetracks or deviation. It isn't unique, no. But it also isn't any of the published versions of Paranoia of which I'm aware. The 1st, 2nd, and 5th (there was no 3rd or 4th) all have a dice mechanic for task resolution. Your GM, of course, was free to muck with that. Showing signs of knowledge of the game mechanic is treasonous and grounds for execution :) There is a convention that Paranoia does break - in most games, the PCs are assumed to be working together and cooperating. Paranoia assumes that PCs are actively working against each other, under the illusion of cooperation :) [/QUOTE]
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