Paranoia- Not enjoying the company of Friend Computer is treason. Treason is punishable by death.
9 replies, posted
[IMG]http://1d4chan.org/images/1/1d/PARANOIAlogo.gif[/IMG]
[url]http://en.wikipedia.org/wiki/Paranoia_%28role-playing_game%29[/url]
Some copypasta:
Paranoia is a humorous role-playing game set in a dystopian future similar to Nineteen Eighty-Four, Brave New World, Logan's Run and THX 1138 among others; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy.
The game's main setting is an immense and futuristic city called Alpha Complex, which is controlled by The Computer, a civil service AI construct. The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, The Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually troubleshooters, although later game supplements have allowed the players to take on other roles.
Frequently the player characters receive missions that are incomprehensible, self-contradictory or fatal and side-missions which conflict with any other instructions the players may have received, and are issued equipment that is dangerous, faulty or "experimental" (i.e. almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and/or a secret society member, and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Missions can therefore turn into a comedy of errors as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is specifically forbidden for players (and punishable by the summary execution of their character) and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.
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Does anyone want to start a game up?
[quote=Wikipedia]Origins Award for Best Roleplaying Rules of [B]1984[/B][/quote]
Heh.
Sounds pretty great, but I don't think I have the time.
I've never tried anything like this, but I'm tempted to join this one, if you guy's would be ok with that.
My friends and I have played some campaigns of it. Really hilairous shit. But it's tiring running 4 hour sessions at a time.
[editline]24th August 2011[/editline]
and cooking before that.
[QUOTE=3v3ryb0dy;31918788]My friends and I have played some campaigns of it. Really hilairous shit. But it's tiring running 4 hour sessions at a time.
[editline]24th August 2011[/editline]
and cooking before that.[/QUOTE]
4 hour sessions are too much for you? We had 8 hour long sessions without problems, not paranoia though, that was around 6 usually.
they always start late in eveneings and I used to cook before that and then druing the session I have to come up with a campaign on the fly and spend extra care to put in loopholes for extended comedy.
I go to bed early, not used to this kind of intense workload
Alright, so far we've got one willing; anyone else?
I'd play if I knew how, when and what do I need to play.
how will it be played
[URL="http://www.paranoia-live.net/jpreg/jparanoia/"]http://www.paranoia-live.net/jpreg/jparanoia/[/URL]
Is this relevant?
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