Good 4-hour introductiry adventure

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ericphillips

Mongoose
I have a 4 hour slot to fill at a local gaming event. They want me to show off Paranoia. I am looking for an awesome adventure that can be played in under 4-hours, and is good for teaching the game (mainly how to be a troubleshooter, not rules, but the "this is what the world is like" thing).

Outline, idea, complete adventure. Whatever you think might help, please post.

--Eric
 
I highly recommend "Stealth Train," from the "Crash Priority" collection, as an excellent introduction to Paranoia. It's quintessential Complex Alpha: the Troubleshooters are sent to guard an invisible train. What really makes this one shine is how the game keeps building higher and higher, twistier and more convoluted, upon that basic premise... I've run this game at least three times, mostly for beginners. It's just what the docbot ordered.
 
Dan Curtis Johnson's "Stealth Train" is a great choice. Other top choices include Ken Rolston's "Robot Imana-667C" and Greg Costikyan's "Whitewash," the short Code 7 mini-mission, both reprinted in Flashbacks. Stephen Crane and Peter Corless's "Me and My Shadow Mark 4," from the same book, is terrific but usually runs a little more than four hours.
 
Out of those, I'd say Whitewash is probably the best. I first ran it over 20 years ago, and my ex-gaming group still talk about it.
 
Allright. Couldn't find any copies of Crash Priority around. Ended up making an adventure based around a simple pickup package and delivery. Introduced the basic mission framework (Get Mission, Mission Screws Up, Debrief, Kill traitors), and it went well.
 
I ran Me and My Shadow Mark IV followed by Stealth train. That game swelled in numbers once word got round and even today its one of my all time biggest groups (thank you Traitor Recycling Studio for the extra MBDs)
 
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