And fell in love the idea with the new reboot before it started.
First of all, I am not involved in any way with Mongoose Publishing or this edition. But I have been playing Paranoia since 1988 and have used custom cards in the games I have run the past 4 years at Origins Game Fair. I thought I'd share a few of my experiences.
One of the worst situations in a convention play is when a player's Mutant Power has been played poorly or desperately revealed. Every time anything looks like it might catch on fire again, the Pyrotechnic Mutant gets blasted. Repeatedly. Before anything bad can happen, just in case. There's no longer any Paranoia in the game play. And the consequences of getting caught discouraged most players except the reckless from using their Mutant Power anyway. What fun is that?
So I came up with the idea of leaving out the Mutant Powers on character generation. Instead, each player had to draw a specified number of Mutant Power Experience cards and choose one. It created an interesting Game Meta. A player who Drew 1, Keep 1 had no choice about being a Mutie. But the player who had to Draw 4, Keep 1 had the ability to proclaim that their Mutant History had been thoroughly examined -- and, being loyal, they of course must be Not a Mutant. Or they were active participants in any Mutation. That table talk at the game start helped set the mood.
Since either a poor or extremely successful roll causes a Mutant Power to be revealed, as the GM I could ask the Troubleshooter to reveal their Mutant Power Experience. Dun-dun-dun!! Or if a Power Roll really failed, I could draw a random Mutant Power Experience from the Top Deck to trigger instead. As the GM, I enjoy when I'm as surprised as the Computer when the unexpected Mutant Power came into play. When the Mutant Troubleshooter inevitably died, they could draw a new Mutant Experience for a reset. Their Disloyalty remained Known, but their Mutant Power became a Mystery.
I have no idea if the new mechanic introduces these elements, but the ability of Troubleshooters to LITERALLY hold their Mutant Power in their hand and PLAY it added some interesting twists.
First of all, I am not involved in any way with Mongoose Publishing or this edition. But I have been playing Paranoia since 1988 and have used custom cards in the games I have run the past 4 years at Origins Game Fair. I thought I'd share a few of my experiences.
One of the worst situations in a convention play is when a player's Mutant Power has been played poorly or desperately revealed. Every time anything looks like it might catch on fire again, the Pyrotechnic Mutant gets blasted. Repeatedly. Before anything bad can happen, just in case. There's no longer any Paranoia in the game play. And the consequences of getting caught discouraged most players except the reckless from using their Mutant Power anyway. What fun is that?
So I came up with the idea of leaving out the Mutant Powers on character generation. Instead, each player had to draw a specified number of Mutant Power Experience cards and choose one. It created an interesting Game Meta. A player who Drew 1, Keep 1 had no choice about being a Mutie. But the player who had to Draw 4, Keep 1 had the ability to proclaim that their Mutant History had been thoroughly examined -- and, being loyal, they of course must be Not a Mutant. Or they were active participants in any Mutation. That table talk at the game start helped set the mood.
Since either a poor or extremely successful roll causes a Mutant Power to be revealed, as the GM I could ask the Troubleshooter to reveal their Mutant Power Experience. Dun-dun-dun!! Or if a Power Roll really failed, I could draw a random Mutant Power Experience from the Top Deck to trigger instead. As the GM, I enjoy when I'm as surprised as the Computer when the unexpected Mutant Power came into play. When the Mutant Troubleshooter inevitably died, they could draw a new Mutant Experience for a reset. Their Disloyalty remained Known, but their Mutant Power became a Mystery.
I have no idea if the new mechanic introduces these elements, but the ability of Troubleshooters to LITERALLY hold their Mutant Power in their hand and PLAY it added some interesting twists.