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  1. - Top - End - #1
    Orc in the Playground
     
    BarbarianGuy

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    Jul 2014
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    Default Paranoia: Tips and Tricks

    I am about to do a session of paranoia for my usual play group, and I was wondering if anyone here has any recommendations for the game to help keep the group in the moment. 3 of the players are in my regular campaigns. 2 are friends of mine that have never rolled a D20 before, and 1 I've never role-played with but does have some experience, including limited experience with Paranoia.

    I have never played paranoia, and wish for any advice you can provide to help with running the session.
    The first rule of gaming, before you have even chosen the game is and always should be

    HAVE FUN

    (FUN being defined as it is in dwarf fortress)

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    Colossus in the Playground
     
    Segev's Avatar

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    Default Re: Paranoia: Tips and Tricks

    Pass notes. Lots of them. Encourage the players to pass you notes. Even if the notes are meaningless. Notes such as, "Look at Bob and chuckle, then wink at me and nod," are great for Paranoia games. I'm not kidding, even though this behavior leads to humor at the table (which is kind of a point in Paranoia).

    Also, take people literally at their actions. Not enough to be frustrating, but enough to emphasize how little their characters know about certain things. RIGIDLY enforce security clearance rules. Ask them if they're looking at that [higher than their clearance] paper with the instructions for their weapon.

    Some of your notes should be random, pointless instructions and "missions" from their secret societies.

    Be unfair. Give some players promotions in security clearance just to be fun. Do it privately, so they can try to tell the others about it. Or do it on a piece of paper in their new clearance color. See if they dare read it. Then see if the others dare look at it to check.

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    Ettin in the Playground
     
    Telok's Avatar

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    Default Re: Paranoia: Tips and Tricks

    Silly is OK.

    The guided missile doc-bots, while not R&Ds best idea, were freaking hilarious once the players realized that they could call in medical emergencies for other people.

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    Bugbear in the Playground
     
    BlackDragon

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    Nov 2006

    Default Re: Paranoia: Tips and Tricks

    Quote Originally Posted by Segev View Post
    Pass notes. Lots of them. ... Or do it on a piece of paper in their new clearance color. See if they dare read it. Then see if the others dare look at it to check.
    Oh, colored note paper? SHHESH, I did not think of that when I ran paranoia.

    Absolutely. Best way to start the briefing I can think of -- give them instructions on white paper, and kill a whole room of clones at once :-)
    Not "fire at". I never used the word "at"
    GENERATION ω+1: The first time you see this, copy it into your sig and add 1 to the generation. Social experiment. Remember, ω + 1 comes after ω.

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    Ogre in the Playground
     
    John Longarrow's Avatar

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    Nov 2006
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    Barstow, CA

    Default Re: Paranoia: Tips and Tricks

    Step 1) The computer wishes you to be happy.
    Step 2) All those not happy should report to reactor 16 for use as shielding.
    Step 3) Have a nice day. Failure to have a nice day is a treasonable offense.
    Step 4) The computer is your friend. The computer wants you to be happy. Are you happy?
    Step 5) Please report to sector 119 blue for your mission briefing.
    Spoiler: Result
    Show
    All those who report are terminated for going to a higher security level area than they are allowed. Those who fail are given treason points. Those who point this out are terminated for questioned the computer.

    Step 6) All clones report to transport bay 117-R for transport to mission site.
    Spoiler: Result
    Show
    Transport goes at 300 kph. Driver is buckled in with a 9 point restraint system. Clones are in the open back (no seats, no restraints). STR check to hang on when it starts. Those who fail fall off immediately. Those who hang on need to make progressively harder STR checks till they all fall off and are killed. Backup clones are at mission location.


    From there, have fun! Issue rotary blade engagement systems with telescopic sites, silencers, folding stocks, pistol grips, rail systems, laser designators, and thermal sites!
    Few things are more disturbing to a dragon than to be attacked by a naked gnome slathered in BBQ sauce.

  6. - Top - End - #6
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Jun 2007

    Default Re: Paranoia: Tips and Tricks

    Give players secret and mutually-contradictory missions.

    Give a team of five troubleshooters only four laser pistols, and let them figure out how to divide them.

    Use M&Ms as clearance-coded minis for a large-scale battle.

    Terminate characters if their player rolls a green-clearance d20 instead of a red-clearance one.

    Remember to always append -cycle, -clearance, and -clone to appropriate (or seemingly appropriate) words.

    Use the plot from a recent movie (or D&D game) as a big inspiration for Paranoia. Yes, you too can chase the evil mutant Vold-Y-MRT on broombots throughout HOG sector as he tries to gather the seven horcruffins.

    Forms, lots of forms. Including sections where the question is (CLASSIFIED) but needs to be answered anyway.

    And remember to have fun. It's mandatory, after all.
    Guide to the Magus, the Pathfinder Gish class.

    "I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
    Crystal Shard Studios - Freeware games designed by Kurald and others!

  7. - Top - End - #7
    Troll in the Playground
     
    Lacco's Avatar

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    Default Re: Paranoia: Tips and Tricks

    Don't forget: rules lawyers are traitors since GM-section is off limits!

    And now I should report for summary execution

    Equipment is fun (for the GM): LINK to good source.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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