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Post by psychopomp on Apr 20, 2009 18:06:09 GMT -5
Paranoia, to be frank, is the I Wanna Be The Guy of pen and paper games. Everything is a trap, inclusing the other players. Interparty conflict is encouraged. Dowload tee Paranoia XP Service Pack 1(4th edition rulebook) and read all you want until the end of the players secion. That's all computer thinks you need to know, as knowing the rules is treason, and treason is *always* punishable by extermination. I'm serious, the game seems adamant that only the DM knows the rules. We will, as always, be making use of the Steams chatroom function.
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Post by psychopomp on Apr 20, 2009 18:10:07 GMT -5
Right. You should message me on Steam if you're interested in playing, so I can add you to the Richard's Hairpiece steam group. We'll be playing at 6 GMT. steamcommunity.com/id/psychopomp/
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Post by psychopomp on Apr 20, 2009 18:25:33 GMT -5
"SECURITY CLEARANCE INFRARED— CLEARED FOR ALL CITIZENS May I be of assistance? Sure. Why don’t you tell me how this roleplaying game works? I’m sorry, citizen. That information is not available at this time.
Huh? Most games are really eager to teach you the rules. Not PARANOIA. In PARANOIA you don’t know the rules. You don’t know who your enemies are. You don’t know how your equipment works. You’re never sure why you’re doing anything. One thing you do know: Everyone is out to get you. Ignorance and fear; fear and ignorance. These are your watchwords.
Uhh... The back cover says something about a computer.
In PARANOIA you play a Troubleshooter in service to The Computer. Trust The Computer! The Computer is your friend! You are The Computer’s trusted agent and protector of Alpha Complex, The Computer’s underground city of the far future.
Why am I a Troubleshooter? You turned in a friend for treason. The Computer had him executed for betraying Alpha Complex. The Computer rewarded you for your loyalty. Now you root out all traitors and apprehend or execute them. You uncover corruption among The Computer’s servants and turn them in to Internal Security. You find trouble, and you shoot it.
What’s a ‘traitor’? A traitor is a malevolent human citizen who has betrayed his friend The Computer and seeks to destroy The Computer, Alpha Complex, humanity and life as we know it. You must unmask and destroy all traitors. Watch out! Traitors are everywhere! Mutants are traitors. These genetic freaks have uncontrollable abilities they selfishly use for their own advancement, rather than to serve Alpha Complex. You must subdue or eliminate them. Members of secret societies are traitors. In organizations unsanctioned by The Computer they conspire irresponsibly to undermine the good order of Alpha Complex. You must destroy them. By the way... you are a mutant, and a member of a secret society. You are a traitor.
Wait, I’m a traitor? That is correct. Your fellow Troubleshooters would be eager to unmask you as a traitor and execute you. You work with many Troubleshooters. They all carry powerful weapons.
Let me get this straight. My job is to hunt and kill traitors. I work with other people who have the same orders. They all want to kill me? Not quite. They all want to kill traitors. They don’t know you’re a Commie mutant traitor. Yet.
If they find out? They’ll apprehend or kill you, as any right-thinking citizen would. Of course, if you convict them of treason first, The Computer will have them executed, and you may survive. Note, though, false accusations of treason are themselves treason.
So I want to prove they’re traitors before they can prove I’m a traitor. If I don’t, I die? Precisely. Dead traitors cannot testify to their own innocence, or to your guilt. It is convenient to be the last Troubleshooter on your team left alive. The good news is, Troubleshooters routinely get shot, stabbed, incinerated, mangled, poisoned, blown to bits, and occasionally stapled, so you have many opportunities to ensure your teammates meet their just end. Stay alert! Trust no one! Keep your laser handy!
...Are you sure this will be fun? Certainly, citizen! Fun is mandatory. The Computer says so, and The Computer is your friend. Do you doubt The Computer? Doubting The Computer is treason.
Uh! No, certainly not. If The Computer says fun is mandatory, then this certainly will be fun. Only a Commie mutant traitor could believe otherwise. Excellent! You’re getting the idea. As a sign of its trust, The Computer promotes you to Security Clearance RED. Welcome to PARANOIA.
Attention, player! Obtain paper and a pencil. Obtain one 20-sided polyhedral die, available in hobby stores. Obtain three to six other players, one of whom will be the Gamemaster (GM) who runs the game. Whether or not you are familiar with the concept of roleplaying games, read the Non-example of play later in this introduction. If you are already familiar with other roleplaying games, also read the boxed text titled ‘What You Must Forget.’ Now you may begin to play PARANOIA. True, you know nothing about the game yet. This is acceptable and even desirable for PARANOIA. If you insist, you may read all of the Player section, which begins on page 7 and ends on page 48. It teaches a bit about the PARANOIA setting, how to create your Troubleshooter character, and nothing at all of any importance about the rules of the game. The Player section section is classified Security Clearance RED. You are now a Troubleshooter with Clearance RED, so you may read this section without fear of execution. The rest of this book—the Gamemaster section, Sourcebook and Mission—is classified Clearance ULTRAVIOLET. This is above your clearance, so you are not permitted to read it. Only the Gamemaster, the person who runs the game, may read it. If you read any Gamemaster material, or display any knowledge of its contents during play, you are a traitor and subject to summary execution. Of course, you paid for this nice book and would like to get your money’s worth, so naturally you’ll read it anyway. Don’t tell your Gamemaster you did. Pretend you haven’t read it. If he asks, look him straight in the eye, cross your heart, spit over your shoulder and promise you have never, ever read the book and you have no intention of doing so. Of course he will believe you. By the way—and this is for real—don’t read the mission! No, really, don’t. A mission is a story the Gamemaster will inflict—run for your characters. If you know all the plot details and surprises in advance, you’ll have less fun when you play."
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Post by Lambo on Apr 21, 2009 15:04:09 GMT -5
This, officially sounds awesome. Never played any of these type games, so the lack of having to know any rules is great.
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Post by Little Green Man on Apr 24, 2009 10:47:53 GMT -5
Wow, that sounds like everything I have ever wanted RP games to be.
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Post by Smedlorificus on Apr 25, 2009 3:56:11 GMT -5
Yeah, sounds like a good laugh. Won't this clash with the screenshootout, though?
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Post by Lambo on Apr 25, 2009 7:25:40 GMT -5
No. As Pomp has oh so skillfully updated us. He has moved his event to sunday. Also. He has also had his list of seven players filled since day one. So sorry about that people. But he will be doing maaaaaaany more to make up for it. So you should get a game pretty soon.
Lambo
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Post by Lambo on May 8, 2009 13:38:03 GMT -5
We ran the first half successfully. A new thread will be created detailing the second half of the game and what that entails when Pyschopomp decides to begin running the next one.
This thread is now locked.
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