I've run Paranoia under GURPS before and it went pretty good. I'm planning to run another game under the Mutant Crawl Classics RPG when it comes out.
I currently run Paranoia XP with my group. We play every month or two for a couple sessions. The tone of the game is Straight with a sprinkling...
Well I've been looking for a Copy of Troubleshooters for a couple years now. Everyone has the price jacked (jerked) up.
I'm hoping the PDFs will go one sale sometime soon here. I missed The Bundle of Holding last year.
I do have a copy of XP, which I use to run my game(s) with.
I just dusted off Paranoia XP. My son has been asking to play. As I've not reread the rulebook (yet), is there a base game mechanic you could fill me in on before I dive into the book. I skimmed it last night and it seemed confusing.
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