First time Running

Skipper

Mongoose
Ran my first mission after a breif read (1 hour scan) and scenario outline (30 minutes while eating out with the victoms, er...troubleshooters). Considering my lack of reading the material thouroughly and lack of a super loaded scenarios, I managed to weave a tangled web and put in conflicting secret missions.

We had a blast and I can't wait to run the thing again. I actually love the setting and potential. I'll be running the classic style as it provides that light hearted aproach that changes everyones happiness level to a higher setting. Now I'm not looking for sugestions as my players are readers of Monngoose forums, especially B5 and Victory at sea.

So don't give them any clues, this is just a report on a very successful first run.

Great game
 
Reusing the thread as it's a good topic, but to be clear, I'm talking about totally different runs than Skipper's.

Newbie to Paranoia XP here. Played the original Paranoia a few times, many years ago. I couldn't quite get my finger on how Zap style was supposed to go (I can recite the words, but trying to picture it and feel it out left a few blanks), so I thought I'd try running and playing.

Disasters, and I'm left trying to understand them.

I tried running a riff on current events, having the players go quell some violence in IRQ sector (with its extensive mines of "Green Gold" - radioactives that Alpha Complex runs on), at the behest of Georgedub-U-BSH-2. I'm fairly certain this raised no political hackles among the players (let's just say "blue state" and be done with that), but things turned out kind of meh. I tried to run almost without dice - if the players did something amusing to solve a problem, it worked, and for the most part that is what the players did. Yet we all agreed there was something lacking at the end. They were a bit more experienced with Paranoia XP than I was, and were surprised at the lack of intra-party rivalry. I was surprised they ignored the hooks I left them - one character was actually a spy from the other Alpha Complex that Friend Computer believed to be its new sector IRQ, three of the characters were spies from IntSec with a tip that there was a spy (but pointing to the other two), and so on. They had no comment when I asked about this (not angrily or hostilely - we were all kind of bleh and emotionless by that point). One player did leave mid-session, when he was not having fun - I asked why, so I could adjust things to fix, but he would not say anything, and I have not seen said person since. The only thing I can think of was when I disallowed his attempt to use Machine Empathy to read Georgedub's mind: not only is Machine Empathy not Machine Telepathy, but Georgedub was a human, not a bot - but even so, the player did not seem to take that well, and possibly had the "this is not fun" mindset from then on.

A few weeks later, I tried playing - the GM had not been present for the above run, so I'm pretty certain it wasn't the case that he'd been nursing hostilities (if it went worse than I perceived). I warned the GM up front that I was still trying to get a grip on what exactly Zap was and how it should go. Almost everything I tried, failed and/or got punished:

  • try blaming an Infrared for the mission briefing being obscured, the Infrared runs off with my PDC (I eventually retrieve it, and manage to clear it of the adware it has been infected with so I can find out where to go - after the other PCs arrive at the briefing room, so either I need to get there ASAP or everyone else will be stuck waiting; this is my one successful series of actions in the session)

    try sneaking through the food vats to get a drop on enemies while the other Troubleshooters are shooting them, see said enemies dead before I come out of hiding

    try tossing a grenade to blow up a food vat to dump contents on them and light the contents w/Pyrokinesis, see the enemies ignore the Troubleshooters shooting at them and focus their attacks on the one who was hidden on the other side of a food vat (though they were Psion, so they could have been or had telepaths - their attack consisted of taking control of my Troubleshooter's body, preventing me from doing anything but holding an active grenade, until the other Troubleshooters saw an enemy acting strangely and shot it first on general principles)

    after the GM rewards a Perversity point to someone who suggested I could use a newly gained hole in my leg as a pocket, try stashing an overloaded laser barrel in said pocket and run up to the enemies, only for the enemies to be dead before I arrive (but I lose a clone anyway)

    after seeing that the only thing that's been working is the other Troubleshooters charging at and shooting the enemies, try the exact same thing after setting myself on fire, only to burn to a crisp (and not get a shot off) after declaring that action

    et cetera, ending up as the only one cited for anything in the debriefing (the debriefing officer made one attempt at citing another Troubleshooter, but ended up promoting said Troubleshooter)

I asked the GM, after the session, what I did wrong. He cited trying to sneak around combat when Zap's supposed to be run and blast. He also said that I kept rolling 19s and 20s almost all night (quite possible, as he made all the rolls privately) - but I thought such rolls were at least occasionally supposed to be ignored in favor of dramatics, and he agreed. He said that, for instance, if I'd said I was going to light the food vat contents on fire while dumping then on the enemies, he would have ignored the roll for that. When I dug out the note I passed him which said exactly that, he changed the topic.

...so I need to ask. This is not how Zap is supposed to work, is it? It didn't seem fun at all.
 
Sounds like a coupole of bad experiences. Zap doesn't apeal to my style of play. If you remember any of the old school games like "TOON" were the players took on the role of cartoon characters and all the slapstick that went with it, thats the way I imagine the Zap version to work.

In Zap, remember, everyone should burn through almost all there clones. I'd probly award the player who used the most clones in a sesion with a ton of perversity points.

It really sounds more like you were playing a combination of straight and classic. Instead of sneaking around the vat, diver in, hold your vreath and swim to the other side and anounce when surfacing "Ahhh, chocolate flavored socks, makes me hungary" or some other stupid saying. Remember in zap you are trying to reach the extremes or insanity and chaos.

Don't give up, but try again.



Myself, I perfer the classic approach. Lots of humor and puns, award lots of perversity for making me or the others laugh, etc. I think this is what made our sesion so much fun, Laughter> We even laughed harder when it was all over and we reviewed the session. I like a little more science based universe with some of the oddities throw in for fun. I was hoping to run this Friday, but we are doing Call of Chthulu instead. Turned out just as well as another comitment reared its uggly head.

Skipper
 
Winged Cat, I suspect these two bad play experiences had two different causes. In the first case, where you gamemastered, you might have salvaged the situation by giving each player a secret society mission that required direct, dramatic action against a named fellow character.

Having the three IntSec agents all investigating each other sounds like a decently funny idea on the face of it, but it seems not to have worked well; I'm not sure what to advise there.

As for the situation where you were the player, it sounds like the GM had it in for you specifically, which is always a bad situation in any game.

I don't have much constructive advice except to avoid special concern over what a particular play style "means" or whether a particular ingredient "belongs" in a given style. The three play styles described in the PARANOIA rulebook aren't recipes or formulae; they're more like a set of attitudes. Each Gamemaster formulates his own unique play style that may partake of any or all of these attitudes, or other attitudes not given in the rulebook. The question of whether a particular something-or-other is Zap or Classic or Straight is seldom rewarding, because the answer is always "It depends on the GM."
 
Bumping this thread; but this is an account of the game I ran a few weeks back. The players are aged from 11 - 14 and had never played before.

Paranoia

Following the fun we had playing Citadels and Munchkin the week before, and also following the chaos that most of the RPG’s I had run began to descend into; I decided to run a session of Paranoia. This was Second Ed. as my copy of the new Mongoose one hadn’t arrived. The players were Ben C, Charlotte H, James H and Richard ? (Matthew ? was on holiday; a pity as I think it would have been right up his street).
Paranoia, for those new to it, was the game that turned the basic concept of RPG’ing (teamwork, loyalty, explore and get the treasure etc.) on it’s head. Paranoia is set in an underground complex called Alpha Complex, controlled by a well-meaning but deranged Computer [Serve the Computer. The Computer is your Friend.] The Computer wants you to be happy and so employs teams of Troubleshooters to go out, find trouble, and shoot it. The main object is to survive; usually at the expense of others. Of course, they have the same goal. Imagine a film of 1984 made by the Marx Brothers and you’ll get something of the idea. I pregenned the Troubleshooters so I could arrange a secret mission for each one, gave them a brief overview of what they knew of their world (i.e.: basically nothing) and they started in a red-painted room with a button and a blank panel on the wall.
Of course, someone pressed the button and the panel lit up, counting down from 60….59….58….57… A search for doors proved futile so they cowered in the corner of the room. When the counter reached zero a slip of paper slid out of a slot beneath the screen. On it were instructions to report to the Equipment Room. A panel slid open, revealing a corridor. A conveyor belt took them through a series of chemical sprays that first dissolved all their clothing to sludge, then dissolved the sludge to another kind of sludge, then baked it hard with infrared lamps and finally sprayed them with jets of warm water., before depositing them in a room containing some red clearance jumpsuits, reflec armour and laser pistols with red barrels.
Richard used an unauthorised colour (blue, way above his security clearance) to write on his PID (Personal Information Document = Character sheet) and was questioned by his Friend, the Computer. Appearing to be deaf, he was restrained whilst the Personal Hygiene Auditory Exploratory Cleaning Module cleaned out his ears. He survived with only a few bubbles down the nose. The briefing screen ordered them to report to the Equipment Room to collect mission equipment; again Richard said he couldn’t hear properly. The PHAECM came into use again but this time….ah well, his head exploded.
Shortly after, his replacement clone arrived out of the corridor and, with Ben finally elected Team Leader they set off along another corridor; emerging onto a balcony part way up on the edge of a huge warehouse about five miles across by four miles deep. Some argu…. discussion ensued about what to do next; it was then they discovered they were standing on rail tracks, with a huge cargobot rumbling towards them. They ran off down the tracks; but Charlotte resolutely stood her ground; stating that she liked ‘bots (? – news to me!) The cargobot got to within a few feet, then with a “Warning! Warning! Activate anti-Vermin Removal System”, lasered her into little pieces, then carried on. (Memo: in Paranoia, if something looks like it might carry weapons; it probably does).
Further on, the others had reached a platform off the tracks and the ‘bot rumbled past. Charlottes replacement clone arrived by flybot carryall and they all examined the platform. A control panel with a dial, some levers and a large button. Some fiddling around led to the platform rapidly heading downwards at terminal velocity. Pressing the button applied the emergency brakes, resulting in them slamming into the floor of the platform. James tried to climb over the edge of it; when it began to move again he tried to climb back, landed on the control panel and yet again they were heading floorwards at high speed. This time, they got it to stop at the level of the Equipment Room, to be met by Muzz-Y-HED and fined for being late.
Whilst being outfitted (all carrying two backpacks each!), Ben asked if could write on the back of his PID as there wasn’t enough room on the front. Not a good idea. He was awarded some Treason Points for questioning the design of the PID which was done by CPU Service Group under Computer Directive B1123/24/678/B.2. Maybe Richard really was deaf, because shortly afterwards, he asked the same question, with the same results. They also got their Mission Briefing: - go to Room A – here and take item from it to Room B.
With the jackobot leading the way, they headed off to Room A. The ‘bot tried to take a shortcut through a Blue corridor; obviously they had all learnt by now as they all refused to follow and the ‘bot had to be ordered back. Going the long way, after about 10 miles they reached some food vats ( a long hall; they were on a catwalk with bubbling vats criss-crossed by pipes – a cross between Willie Wonka’s Chocolate Factory and a sewage plant). Realising that the ‘bot could not cross the pipes; Ben ordered it to go back and meet them on the other side. Charlotte did not want to sent the ‘bot away; accusations of being a treasonous Commie ‘bot lover flew, and first Ben, then Richard shot her; she fell into the food vat, where she quickly dissolved, (quite amusing as Charlotte had made this up; it wasn’t in her pre-generated character).
Eventually getting across a slippery pipe to a balcony on the other side, they found a Cruncheetyme Algae Chip Dispenser and got some food ( the kids broke here to get some food and a drink; they ALL came back with ready salted crisps – a Red packet, cleared for their security level, and Mars bars, again red and black. Surely they didn’t think that their Friend the Computer would penalise them for eating Salt ‘n’ Vinegar (Green) or Cheese ‘n’ Onion (Blue))? Charlotte’s new clone met them and eventually they arrived at Room A, along with the jackobot.. They found that the object was a large metal thing that practically filled the room. Despairing at this, Richard appeared to express a deathwish, The Computer showed concern that Richard was unhappy and suggested he took a Happiness Pill. This put a slight smile on his face. Ben took two of them and got such a beaming grin that his head cracked in two. His new clone arrived by elevator shortly afterwards.
Charlottes and Richard were sent to find Room B; they found it on the level below, directly below Room A. Charlotte had some fun trying to get the lift to work to get back; at one point she was heading upwards at escape velocity; then downwards, then sideways etc. Finally she pressed the button for Level 42 and got back to Room A. There was discussion going on about cutting through the floor when the game was called due to time.

Thus ended the game. It was great fun and produced a lot of laughs. Paranoia is true free-form improvisational theatre; other that the basic mission and the starting room and corridor, everything else was improvised and extrapolated from what was being said and done at the time. Also, at one point, the game of Power Grid on the next table was disrupted by Matt laughing at what was going on.

Yesterday, my copy of the new Mongoose printing arrived. Still reading it, but it has been totally revised to bring it up to date with the 21st Century. Alpha Complex is now an economy and you can even sell stuff on C-Bay! The game system has been overhauled and streamlined and looks good. I’ll be running some games in the summer. Ben loved it and said it was the best RPG session he’d played..
 
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