Have got a group of local minions to try Paranoia as a bit of an antidote to more serious and self-important RPGs.
I think the slightly Wile. E. Coyote style of classic/zap type games will appeal to them. However, the challenge has been thrown down because they don't really believe it can be that lethal.
As a result, to prove a point, I'm coming up with the simplest-sounding mission I can think of, and would like some assistance in making the process interesting*.
THE MISSION:
Go up to the first floor and change a lightbulb.
I'm not making that up. That's it. It's a normal lightbulb, not supplied by R&D. This takes place in a normal INFRARED workplace (food vats), and the first floor where the light bulb has gone is a communal barracks, also INFRARED clearance. The players are from this building pre-promotion and genuinely know their way around (it's not very big, anyway).
There are no squads of commies, prior sabotage or similar involved (whatever the players may claim in their debriefing). It's only a troubleshooter mission because they're not doing anything else. The whole activity is almost (but not quite) below Friend Computer's notice.
The map - so far as one is needed:
Transtube station (IR)---- Access Corridor(IR)----Communal Barracks(IR)--Lift(IR)
-------------------------------- Stairs to Corridor(IR)----Food Vat Plant (IR)-------Lift(IR)---Office/Briefing Room(R)
As ever with Paranoia, it's not okay just to kill the troubleshooters, but merely to create a situation where they can kill themselves. They have to (in some way) actively participate in their own demise.
Initial ideas
Equipment Issue:
a) It's just a works office, not a standard briefing room.
b) As a result, no PLC branch office, just an automated store cupboard in the corner of the office.
c) As all Paranoia players know, the word 'automated' never ends well.
Getting into the room:
a) The lift is out of order.
b) Sensitive maintenance is being done on the transtube by Power Services, so it and the adjacent corridor have been temporarily changed to GREEN clearance. Work will be finished and the increased restriction removed by the time the current shift of INFRARED workers get off-shift tonight, but that doesn't help you now.
c) This leaves either breaking into and climing up the non-functioning lift shaft (Alert! Saboteurs Detected!) or climbing up the side of the food vat plant wall and trying to find a way through the ceiling (Suspended over the food vats. Plop!).
The room itself:
a) The light's broken. It's pitch dark. Someone will be shot.
b) It's an INFRARED barracks. From the persepctive of any INFRAREDs off-shift, a squad of high-clearance troubleshooters just broke into their quarters after knocking out the lights. It's clearly a raid. They wouldn't have anything...sensitive...stashed anywhere to panic about, would they?
The light fitting:
a) The light bulb blew because of a short circuit (the same one that knocked out the lift, if anyone's interested. Power services assure us they're on the case once they're done with the transtube).
b) The short circuit is still there.
c) Troubleshooters are conduct high-voltage electricity remarkably well.
Now, I'm hoping for some suitably fiendish suggestions from everyone else to add to the mix; the more clones the players lose in this one, the better. I want them volunteering for Armed Forces and IntSec special ops missions as a 'safer alternative' to more nice, simple housekeeping...
* In the traditional Paranoia sense of "How interesting. My previous clone appears to have been vapourised."
I think the slightly Wile. E. Coyote style of classic/zap type games will appeal to them. However, the challenge has been thrown down because they don't really believe it can be that lethal.
As a result, to prove a point, I'm coming up with the simplest-sounding mission I can think of, and would like some assistance in making the process interesting*.
THE MISSION:
Go up to the first floor and change a lightbulb.
I'm not making that up. That's it. It's a normal lightbulb, not supplied by R&D. This takes place in a normal INFRARED workplace (food vats), and the first floor where the light bulb has gone is a communal barracks, also INFRARED clearance. The players are from this building pre-promotion and genuinely know their way around (it's not very big, anyway).
There are no squads of commies, prior sabotage or similar involved (whatever the players may claim in their debriefing). It's only a troubleshooter mission because they're not doing anything else. The whole activity is almost (but not quite) below Friend Computer's notice.
The map - so far as one is needed:
Transtube station (IR)---- Access Corridor(IR)----Communal Barracks(IR)--Lift(IR)
-------------------------------- Stairs to Corridor(IR)----Food Vat Plant (IR)-------Lift(IR)---Office/Briefing Room(R)
As ever with Paranoia, it's not okay just to kill the troubleshooters, but merely to create a situation where they can kill themselves. They have to (in some way) actively participate in their own demise.
Initial ideas
Equipment Issue:
a) It's just a works office, not a standard briefing room.
b) As a result, no PLC branch office, just an automated store cupboard in the corner of the office.
c) As all Paranoia players know, the word 'automated' never ends well.
Getting into the room:
a) The lift is out of order.
b) Sensitive maintenance is being done on the transtube by Power Services, so it and the adjacent corridor have been temporarily changed to GREEN clearance. Work will be finished and the increased restriction removed by the time the current shift of INFRARED workers get off-shift tonight, but that doesn't help you now.
c) This leaves either breaking into and climing up the non-functioning lift shaft (Alert! Saboteurs Detected!) or climbing up the side of the food vat plant wall and trying to find a way through the ceiling (Suspended over the food vats. Plop!).
The room itself:
a) The light's broken. It's pitch dark. Someone will be shot.
b) It's an INFRARED barracks. From the persepctive of any INFRAREDs off-shift, a squad of high-clearance troubleshooters just broke into their quarters after knocking out the lights. It's clearly a raid. They wouldn't have anything...sensitive...stashed anywhere to panic about, would they?
The light fitting:
a) The light bulb blew because of a short circuit (the same one that knocked out the lift, if anyone's interested. Power services assure us they're on the case once they're done with the transtube).
b) The short circuit is still there.
c) Troubleshooters are conduct high-voltage electricity remarkably well.
Now, I'm hoping for some suitably fiendish suggestions from everyone else to add to the mix; the more clones the players lose in this one, the better. I want them volunteering for Armed Forces and IntSec special ops missions as a 'safer alternative' to more nice, simple housekeeping...
* In the traditional Paranoia sense of "How interesting. My previous clone appears to have been vapourised."