The problem with Paranoia is not really Paranoia, but what people think Paranoia is.
What is Paranoia:
- A darkly satirical game of intrigue, bureaucratic nonsense, and building despair as you find out that nothing in Alpha Complex is what you believe.
- A slapstick killfest where you are supposed to be the last one standing at the end of the briefing.
- A game that you haven’t played, but are sick of hearing about. People have been boring you to tears describing how they love/loathe it. (more…)
Converting the Mutant Powers from Paranoia has been more difficult and time-consuming than I anticipated. I’ve decided to use the psychic powers from Basic Roleplaying, with a few changes of course.
I’ve looked at the skills in several different ways:
- Skills that easily translate over from Paranoia to Basic Roleplaying.
- Skills that translate with a little adjustment.
- Weapon/Combat Skills.
- Treasonous Skills.
- Basic Roleplaying skills that don’t exist in Paranoia (more…)
Well, I guess we’ll start by going through the character creation steps in the big gold, Basic Roleplaying rulebook (pages 22-23) and mention changes as they happen. (more…)
I’ve always wanted to run a Paranoia campaign. I have the second edition, but found that the preconceptions around the system and setting have worked against anything other than one-off games. Basically the players are so keyed up to kill each other off that we don’t get to explore any of the slow building treachery, bureaucratic nightmares, successful treasonous plots and all that fun stuff.