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Thread: Paranoia Modules
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2010-01-09, 07:34 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Claremont, California
- Gender
Paranoia Modules
So I recently bought the new Paranoia Troubleshooters: Black Missions book, and I'd like to run a published module for my first game rather than create my own, just so that I and my players can get a feel for the game. Anyone have any recommendations as to which ones are good? The book came with PDFs containing many of the previous books released for the system - someone on RPGnet said that it has "just about the entire support line 2004-2008, with the exceptions of the hardcover reprint mission collections Flashbacks 1 and 2, the equipment books STUFF 1 and 2, and The Little RED Book," so I could conceivably run any module that's not from those.
CreatorIndependent discoverer of the Bird Familiar With a Wand and the Cometfall Orbital Strike
Awesome Protoss High Templar avatar by Dorian Soth.
Gaming ID (Steam, SC II, LoL, etc): BobRedshirt
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2010-01-09, 07:59 PM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Lacalifusa
Re: Paranoia Modules
In my experience with Paranoia, you don't need modules - you just need to have an interesting set of R&D items for infrareds to test out - first some in the "safety"(?!) of the R&D lab, and then others in the field. Don't be predictable or inflexible - play off their fears and second-guesses as to what exactly happens. Gives new players a good sense of the absurd-futile nature of the game. I've seen more sessions begin and end in R&D than I have seen make it to the "story" itself. ;)
Beyond that, all you need is a short, paradoxical situation - like telling them to repair something that's not broken, or go to an area that doesn't exist, or find another infrared group assigned to "their" mission, or the opposite one. This is usually enough for a near TPK as the clones feed each into the meetgrinder that is Paranoia.
So, find something that promises to create party dissention early, and go with that and don't expect it to make it to the end. Paranoia is about enjoying the moment, and only the rare group "succeeds" in the overall mission, and then usually only at about clone #4 or so. ;)
...and a good time was had by all...Last edited by cuchulainshound; 2010-01-09 at 08:04 PM.
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2010-01-09, 11:28 PM (ISO 8601)
- Join Date
- Oct 2006
- Location
- Cleveland, OH
- Gender
Re: Paranoia Modules
Last edited by Darrin; 2010-01-09 at 11:29 PM.
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2010-01-09, 11:35 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- Recife, Brazil
- Gender
Re: Paranoia Modules
a coal fueled stealth train IIRC, that was epic