Paranoia Varients.

Funksaw

Mongoose
Found this old post langering in the RPG.net archives on a search for "Paranoia."

1) Paranoia for charity.

Each player plunks down $5.00 for charity to play. This gets them 6 clones and a pre-gen character. After the 6 clones are destroyed, the player may have ADDITIONAL clones, but only after putting in a dollar.

Needless to say, getting your teammates killed is actually a moral imperative in this game...

2) Chess-Clock Paranoia.

This requires 2 GMs and a bunch of players. A chess clock is set for 45 minutes on both sides.

The first GM leads off. When a Player-Clone is killed by himself or another player clones (GM fiat, such as a crashed elevator, doesn't count) the GM hits the chess clock button on thier side. The othe clock begins to count down - the other GM must then take the story from where it left off - and doesn't get to switch the clock around until another PC dies. The game ends when one of the clocks runs out.

3) Groundhog-Noia

The GM starts the game, starts to explain a very interesting storyline, and just as the PCs start to do something interesting, the clones "wake up." from the "dream." They then play through the exact same series of events, until the players start throwing mushy and/or pointy things at the GM.

4) Meta-noia.

You start playing another game (perhaps an X-files ripoff?) where your characters have to go investigate something. They find this huge building underground - where the "normal" PCs must survive against an army of fanatic clone
 

PaulB

Mongoose
Funksaw said:
4) Meta-noia.

You start playing another game (perhaps an X-files ripoff?) where your characters have to go investigate something. They find this huge building underground - where the "normal" PCs must survive against an army of fanatic clone
That sounds like an interesting idea - and, to be honest, it is an angle you can take with several types of genre to guide your roleplaying group into the idea of trying out some PARANOIA. You could come at this one with OGL Cybernet, Traveller 20, Cthulhu 20, etc. The characters, in the nearish future, come across a subterranean maintenance shaft that leads into the unsettling world of Alpha Complex. Or, the characters get half way through some unrelated adventure and end up being trapped in stasis or on ice. When they are revived, they find themselves faced with a bunch of Tech Services operatives with worryingly large saws and surgical drills. Narrowly avoiding dissection, the characters find they have been 'asleep' for X years and that the world was devastated some time in the distant past. Alpha Complex is the last bastion of civilisation, or so they are told. Exploring the enclosed society of The Computer proves otherwise - and all sorts of moral conundrums fall into place... and how will the characters get home, or will they even want to (after they've eaten the food for a while and lost all sense of willpower).
 
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