Paranoia XP Tabletop RPG 'Goes Gold' 50
Costik writes "Paranoia XP, the new version of the cult tabletop RPG which first debuted in 1984, and in which a 'well-meaning but deranged Computer desperately protects the citizens of Alpha Complex, a vast underground city, from all sorts of real and imagined enemies', is done, and will appear at Gencon Indy later this month. The interesting aspect is that it was designed 'in public,' using a weblog, an online forum, and a Wiki, with enthusiastic support from the community. Fans of the game wrote text, debated rules, proofread, ran statistical analyses, and even wrote a computer simulator to test the game's paper-and-pencil rules. Allen, the game's designer, says 'We borrowed the tools and methods of open-source software development for a paper game, and it worked brilliantly.'"
I've often said it: (Score:5, Insightful)
Now I know what many of you may be thinking: Just because I had a negative experience with Paranoia doesn't make it a bad system. I'll point out that I've had a particularly long string of bad experiences with Paranoia, even with GMs who, in other systems, do quite well. Paranoia seems almost structured to punish players for any action or inaction. Especially if you're testing technology for the lab guys.
I will readily admit that I haven't really gotten into the resistance side of the game, so it may be that all the rest is to try to force the player into becoming a rebel.
Re:I've often said it: (Score:5, Informative)
Allen and the massed forces of the Paranoia fanbase have turned out a game that better caters to differing styles of play. You can continue to play old style blast 'em til they glow games, but the background is broader with support for less frantic and casualty-heavy styles of 'straight'-play.
I would recommend that you give it another go if you get the opportunity.
Re:I've often said it: (Score:5, Funny)
Re:I've often said it: (Score:5, Funny)
Please remain still as the Destruct-O-Ray cannons lock onto you. Attempting to flee is treason, punishible by death.
Re:I've often said it: (Score:2)
Re:I've often said it: (Score:1)
Your release of this information to the public, uncleared masses constitutes a security breach and identifies you as a CMT.
Friend computer has advised me that you are not cleared for this information either. Possession of the released information is treasonous and is punishible by death.
What is my clearance, you ask? Asking such information is also treasonous and punishible by death.
At this time, however, the merciful Friend Computer has chosen to give yo
Re:I've often said it: (Score:1)
Re:I've often said it: (Score:4, Informative)
Looks like you may have been playing it wrong -- or, if that seems too prescriptive a verdict for a free-form roleplaying game, then at the very least I'd say you've been missing out on a lot of the fun. Isn't trying to hide your activities on 'the resistance side of the game' the whole point of it for players?
Re:I've often said it: (Score:2, Funny)
Re:I've often said it: (Score:5, Insightful)
Paranoia is a great beer-and-pretzels game. It sounds to me as if you and your group are taking it way too seriously. It's not really the kind of game suited to epic campaigns; it's more of a sci-fi version of Toon.
Re:I've often said it: (Score:5, Informative)
I'm the principal writer for the new PARANOIA. The new edition of PARANOIA changes the relationship between Gamemaster and players from open malevolence (as established in the 1987 second edition) to a more interesting Skinnerian psychology. Briefly, the GM should condition his players, using a wide variety of tools explained in the rules, to reinforce behaviors he likes and punish behaviors he doesn't.
Presumably the GM wants to condition the players to play more PARANOIA. He does so by letting them have fun, allowing them to occasionally win through despite obstacles (temporarily, anyway), and rewarding them for entertaining him and the other players.
The GM's attitude should be a lofty, Olympian amusement at his players. This, I hope, will discourage bad experiences of the type you report.
Re:I've often said it: (Score:2)
I loved to play the game (and even have an first price from a con), but I had to stop being a GM.
The game content literally had me ROTFLMAO, but I couldn't really do the kind of stuff to people.
Sigh, should post anon, really. I'm ashamed for being too much a wimp for my own (and others) good. :-(
Re:I've often said it: (Score:5, Informative)
The thing is, the ability to GM a game of Paranoia well has no correlation to the ability to GM in any other system.
Back in college our gaming group was co-founded by someone who loved to GM, but was absolutely horrid at it. We all avoided his games whenever possible. And then he roped some of us into a game of Paranioa, and it was amazing how fun it was.
In Paranoia, it's OK for the GM to be harsh, unrealistic, and arbitrary, as long as he can keep the "cartoon logic" going, and is funny about it. It's definitely a different set of skills.
Re:I've often said it: (Score:2)
Re:I've often said it: (Score:1)
Worked surprisingly well after a couple of minor tweaks:
Weapons are not standard issue equipment.
Lethality level lowered slightly. (1 column shift on everything)
GM establishing a coherent setting and letting players see that they could in fact survive and develop their characters if they were smart enough.
Re:I've often said it: (Score:2)
I was able to re-use the campaign materials with the same group of players four times, because the first three times the whole party was dead (and out of clones) before reaching the briefing room.
For the record, players in my Paranoia games always had fun.
My favorite moment from that campaign: The "Captain" had not yet
Which is why I love it! :) (Score:2, Interesting)
Paranoia is D&Ds evil twin. You play it to have fun. Your characters are more disposible then your bic-
That was the Yin, here's the Yang: (Score:2)
From at least one of the posted responses here, it appears that the developers are aware of this issue, and have made every effort to correct it in this new version. Bully
Brain scrubbing (Score:1)
Citizen, report to sector D for a vigorous brain scrubbing!
Re:I've often said it: (Score:2)
Actually, the point is to force the player to become just as corrupt as the system, and thrive on that corruption. Just as Wally in Dilbert comics has managed to "game" the corporate world for his own goals of laziness and confort, your best chance of survival is to become Part Of The Problem. Those who let go of such pre-Alpha concept
Open-source RPG? (Score:4, Interesting)
Obviously we're smaller and don't have the fan following of Paranoia, but a bunch of us are making a Free (capital F) tabletop RPG called Sacred Steel [sacredsteel.org]. The first public milestone release is being playtested now. Approx 40,000 words over 100 pages, nicely layed out, with artwork.
Re:Open-source RPG? (Score:1)
Re:Open-source RPG? (Score:1)
As for the probabilities - the main advantage of a deck of cards is that your luck is guaranteed to balance out if you go right the way through the deck. Of course, some people think that's a disadvantage.
Alpha Complex (Score:2, Funny)
Open source paper+pencil system (Score:4, Interesting)
Re:Open source paper+pencil system (Score:1)
Re:Open source paper+pencil system (Score:1)
paranoia is not a game that could be played on a computer, at least until some real AI is developed, since the whole fun in the game is doing completly random things
Re:Open source paper+pencil system (Score:2)
GURPS 4th Edition [sjgames.com] is also coming out at GenCon, by the way! I picked up 3rd edition way back in 1989...
Re:Open source paper+pencil system (Score:1)
Tabletopism (Score:4, Funny)
Re:Tabletopism (Score:3, Informative)
If you're wondering about the computer simulator, I can let you know some more about it, since I wrote it. It's just a simple, dumb combat simulator, where Troubleshooters shoot Commies and vice versa until one of them is all dead. No backstabbing, no running away, no using mutations... not very Paranoia at all.
But of course, the point of the combat simulator wasn't to make a Paranoia game, it was to help Allen balance out combat. You could adjust the amount of damage done by the weapons, the protective
Re:Where can I download it then? (Score:2)
Re:Where can I download it then? (Score:4, Interesting)
Re:Where can I download it then? (Score:1)
Nobody is going to get filthy, stinking rich off of Paranoia. It's not a DnD Cash Cow. It's just a game.
Now, if it's a game one intends to play, would you rather have the official rules be broken and have to house-rule everything, or give your feedback during development so that the product is what you would actually want to buy?
Re:Where can I download it then? (Score:1)
Re:Get used to it. (Score:2)
Re:Where can I download it then? (Score:4, Interesting)
In short: I want to see glossy supplements on the shelves of my FLGS [everything2.com]. So do the contributors to Paranoia XP.
Re:Where can I download it then? (Score:2)
InFiNiTy CoMpLeX - Paranoia themed online shooter (Score:1, Informative)
So where's the CRPG? (Score:2)
Open-source RPG? (Score:2)
translation (Score:2)
article description (Score:2)
Go ahead and mod me off topic, I've got karma to spare.
Re:article description (Score:1)
ATTENTION ALL CITIZENS (Score:2)
Obligatory response(s) for this place: (Score:1)
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To someone who has played it (Score:2)
Is this game based in any way on Jean-Luc Goddard's film Alphaville? If I recall correctly that was about a city controlled by a computer, with non-conformists executed by teams of synchronized swimmers and such.
Re:To someone who has played it (Score:2)
Not that I'm aware. Dan Gelber, the New York fan who created the Alpha Complex setting in 1983 for his roleplaying campaign, has never discussed his influences, that I know of. I would guess George Lucas's THX-1138 would be on his list, along with Logan's Run and The Prisoner. I doubt he was familiar with Alphaville, nor with Stanislaw Lem's 1971 novel Memoirs Found in a Bathtub, a quintessential PARANOIA setting.