I've run a lot of 2nd ed Paranoia having read only a fraction of the core book (it's great for lazy GM's) and have been trying to catch up with the book formerly known as XP.
Originally I was going to run it the same but seeing new words like tension levels frightened me, so I thought I'd do the unthinkable and actually read a whole RPG book. I'm only part way through and have a good graps of the rules so far, so much so I may run a game for my group tomorrow (if everyone dies in Call of Cthulhu, so probably).
Reading the GM section I was thrilled at the insane level of power suggested after WotC castrated the GM with "rules over GM" attitudes and White Wolf's "Don't his the player". Seeing the actualy encouragement of weird out-of-game tricks gave me a few ideas:
1) Our new member has no idea what Paranoia is. If I 'neglect' to tell her the others are also mutants and traitors, that could be fun at first.
Also a few physical tricks for one-off rulings such as:
2) Whoever is the last person whose forehead is touching the coffee table goes last in combat.
3) Whoever hops the highest gets extra perversity points.
and so on. Have GMs played any mean tricks on their group or made them do really dumb things for in-game benefits?
I'm looking for inspiration here, so fire away.
Charlie E/N
Originally I was going to run it the same but seeing new words like tension levels frightened me, so I thought I'd do the unthinkable and actually read a whole RPG book. I'm only part way through and have a good graps of the rules so far, so much so I may run a game for my group tomorrow (if everyone dies in Call of Cthulhu, so probably).
Reading the GM section I was thrilled at the insane level of power suggested after WotC castrated the GM with "rules over GM" attitudes and White Wolf's "Don't his the player". Seeing the actualy encouragement of weird out-of-game tricks gave me a few ideas:
1) Our new member has no idea what Paranoia is. If I 'neglect' to tell her the others are also mutants and traitors, that could be fun at first.
Also a few physical tricks for one-off rulings such as:
2) Whoever is the last person whose forehead is touching the coffee table goes last in combat.
3) Whoever hops the highest gets extra perversity points.
and so on. Have GMs played any mean tricks on their group or made them do really dumb things for in-game benefits?
I'm looking for inspiration here, so fire away.
Charlie E/N