Alpha Complex Nights & Sector Zero

The missions in both books generally work best in Classic style. In Alpha Complex Nights, "Sweep of Unhistory," also works well in Straight, and "Spin Control" would probably work well enough in Zap style if you can get your players to focus long enough on the plot.

In Sector Zero, "The Dinner Party" works just as well in Straight style as in Classic.

In these kinds of discussions, it's always useful to remind PARANOIA Gamemasters that the three published play styles are only guidelines, and that every GM inevitably picks and chooses from a variety of elements to create his own unique play style.
 
Thanks for the reply..i kinda lean towards the Classic style myself..though i haven't yet had a chance to run a game of Paranoia (assuming my players are interested...I'd like to try it one night as a change of pace when we're not running through my Drow War campaign).
 
of course the only problem is that we have a small group at the moment..and it seems to me Paranoia works best if you have lots of people playing..(oh for the days when we used to have a 9 or 10 person D&D group)
 
You might think big groups would be great, but the flow of secret messages from those sorts of numbers can make the GMs life a nightmare. We generally create the pre-generated character Six-packs included with many PARANOIA missions on the basis of four players with the potential for six. Just four characters will have enough overlap of purpose (e.g. conflicting intentions and loyalties) to keep the game entertaining.

PaulB
 
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