Paranoia skirmish or boardgame

juggler69uk

Mongoose
Skirmish could be similar to GOMC1 but with objectives etc

Boardgame could be similar to the DOOM or warhammer quest style games
 
Turn 1: The Troubleshooters shoot and kill each other.

Turn 2: The Computer dispatches their new clones.

Turn 3: The Troubleshooters shoot and kill each other.

I know there has always been some interest in a PARANOIA miniatures game, and in fact Mongoose has produced several sets of miniatures. To me, the accuracy and clarity of a miniatures skirmish layout undermines the desired atmosphere of fear and ignorance. Players can look at the skirmish layout, choose from a selection of reasonable options, and generally feel in control of their position. All of this is undesirable. In combat, as in all other situations, PARANOIA players should feel beset, unsure, and desperate.
 
Allen Varney said:
Turn 1: The Troubleshooters shoot and kill each other.

Turn 2: The Computer dispatches their new clones.

Turn 3: The Troubleshooters shoot and kill each other.

I know there has always been some interest in a PARANOIA miniatures game, and in fact Mongoose has produced several sets of miniatures. To me, the accuracy and clarity of a miniatures skirmish layout undermines the desired atmosphere of fear and ignorance. Players can look at the skirmish layout, choose from a selection of reasonable options, and generally feel in control of their position. All of this is undesirable. In combat, as in all other situations, PARANOIA players should feel beset, unsure, and desperate.

Idea:

To counter the assuredness of minis games, each character has two miniatures, which must remain no closer than 3" and no more than 9" apart... The player picks one, moves it, and his opponent then moves the other. Then, come time to shoot, which one is the character now is determined by die roll.
 
Anyone remember the old old scenario for WH40k where a group of troubleshooters were testing a teleporter and accidentally ended up in an Ork basein the 40k universe? They pretty much had the stats of Imperial Guard, with a few crazy rules on both sides. That was what, WD90 or something?
 
Rabidchild said:
Anyone remember the old old scenario for WH40k where a group of troubleshooters were testing a teleporter and accidentally ended up in an Ork basein the 40k universe? They pretty much had the stats of Imperial Guard, with a few crazy rules on both sides. That was what, WD90 or something?
Issue 112, citizen! 'Vulture Warriors from Dimension X Meet Plenty of Cheerful Orks with Plasma Cannon' by Ken Rolston. It includes Warhammer stats for Troubleshooters, IntSec BLUE Clearance Troopers and a couple of bots (Com- and Doc-).

:D

Paul
 
Allen Varney said:
.....................I know there has always been some interest in a PARANOIA miniatures game, and in fact Mongoose has produced several sets of miniatures. To me, the accuracy and clarity of a miniatures skirmish layout undermines the desired atmosphere of fear and ignorance. Players can look at the skirmish layout, choose from a selection of reasonable options, and generally feel in control of their position. All of this is undesirable. In combat, as in all other situations, PARANOIA players should feel beset, unsure, and desperate.

Although this did not stop them designing a card game did it, so depending on how the rules are designed etc, the required effect could be reached. for example a random chance for the computer to notice and act on any "non-clearance" activities (or those reported ones) with automated remote weapons, or sending in the guards etc, or a random action deck that represents computer responses with different results printed on it depending on the reason for drawing the card etc etc etc

Card options could be:
Computer Notice ~ yes/no draw another card if yes
Computer response ~ various
guard notice ~ yes/no draw another card if yes
guard response ~ various
Next terrrain feature ~ corridor,junction, room etc draw another card for clearance
Terrain clearance level ~

Terrain generation in the complex could be partially set (for the objective) and some random so as figures move they are not sure what will be next up, especially if not their clearance level. eg some terrain not placed until a figure enters the area and then random guards placed etc etc etc

I mean one option is a player could play the computer/guards if they want

Remember Citizen the computer is here for YOU
 
I like those ideas a lot, juggler69uk! I hope you, or some enterprising citizen, will consider writing them up as an article, either to submit to Mongoose's Signs & Portents magazine or to post on the Web for the edification of all. (Note: I'm not affiliated with Signs & Portents and have no influence on its content.)
 
Theres lots of other things that could go on the cards such as :-

objectives
random number, for number of guards, action delay in turns (before something happens etc)
weapons/equipment pickups
random encounters staff and other reds

therin lies the problem, writing enough cards with enough variation to make the whole thing more uncertain and fraught, without making it way too random

You can use the deck as you go or you could use the deck once to set up terain then stock it (for parts of the and then use it for the encounters even. just shuffle between.
 
Well just found an article in S&P iss 37

"Troubleshooting in Mega-City One"

All I need now is a copy of the mega-city one rules
 
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