View Full Version : Paranoia: Looking for an Adventure

2011-04-23, 03:05 PM
Hey all,

I'm starting a Paranoia game for my group that I've had for a while and I was looking for a good adventure to start them on. The thing is, I've been rather unhappy with the official published material I've read and was hoping that someone had homebrewed something that would be willing to share.

I'm looking to run something closer to a straight game or a classic game. Something closer to dark satire then cartoony antics. I've been playing Portal and I do like the type of humor that they have in that game.

Thank you for your help.

2011-04-23, 03:18 PM
I did once write a portal game using the paranoia system. There was cake. It was chocolate. The last player died, having bludgeoned the other players to death with the WCC, before leaping in to the incinerator clutching his one true beloved (the WCC).

How the paranoia adventure will go depends, not so much on the GM, but on the players as well. In general, you shouldn't really need to worry much about style of play. Just lead and the players should follow.

For a straight/Classic style of play, you'll want to shift the focus from randomly shooting everything to a more intrigue-filled style of game. A good way of doing this is to give the players a relatively simple mission, such as escorting Bob-I-ROC while he performs heroic deeds for friend computer, but play up the part of the secret societies and the players roles in them.

2011-04-23, 03:46 PM
Here's one that I ran as a one-off (can't remember exactly how it went because I ran it a year ago but that gives you a chance to add your own stuff):

A reactor/computer terminal has gone offline in ABC sector (depriving its citizens of power and/or guidance from the computer), the troubleshooters are dispached to go and report on the situation and fix it.

Remember to give your team very contradictory secret society missions. Also do everything in your power to stop them getting to their goal (the real art to this is making sure that you've planned everything in their way but lots of improvisation will be necessary), sometimes the group themselves will do this for you :smalltongue:

The troubleshooters are also given special devices by their briefing officer that will allow their gear to continue functioning in the affected area, the officer should advise the party that the devices will make no attempt to contact the troubleshooters on their own.

The devices should speak into the characters' minds, giving them 'advice', usually to kill the other party members, that the others are going to betray them etc. You should tailor this to the individual players, play on their fears etc.

The conclusion:
If the group manages to get to the reactor/terminal quickly (remember that you should be trying to stop them getting there) then the repairs will be extremely difficult (You're on your own if this happens, my group spent the whole session getting there and I didn't have anything planned for if they didn't)

If they get there right at the end of the session then the repair will be incredibly easy, e.g. a power cable has come unplugged

Remeber the first rule of GMing paranoia (according to the Paranoia XP rulebook):
The players are there primarily for your enjoyment

2011-04-23, 09:40 PM



Three resources for Paranoia that I've found.

2011-04-24, 03:34 PM
Thank you all for your help. I really liked the twitch link.

I'm going to see if I can put together some simple scenarios I can throw at them and then see what happens.