I had a rather serious and regular Paranoia group back in the late 80's. We drifted away once the "Crash Course" stuff started coming out and the published materials either seemed to alternate between silly parodies or overwrought campaign settings.
I'm delighted to see the resurgence of Paranoia and am starting to round up some players again.
I noticed in the "State of the Mongoose" letter the following comment regarding Paranoia:
I thought I'd offer my 2 bits to let you know, from my perspective at least, why the line might have lower than expected sales.
The sales of the rulebook should definitely let you know that there is a market for Paranoia out there. Looking at the current line-up, however, I'm not really seeing anything that I want to jump on apart from the main rulebook.
What I want, quite simply, is missions. Missions where the players go trotting out as Troubleshooters, barely survive the briefing, have harrowing experiences at Supply, get saddled with nightmarish R&D gear and then charge into a chaos of backstabbing and destruction that is occasionally actually directed towards a mission goal. I don't have a lot of time to create these myself; certainly nothing up to the twisted and inspired levels of the published materials.
The original Paranoia line was chock full of fantastic supplements that offered exactly that: Send in the Clones, Vapors Don't Shoot Back, The Yellow Clearance Black Box Blues, etc. The current line-up, however, offers pretty much nothing like this. What I see instead are sourcebooks, and reprints.
Sourcebooks are certainly fun to read but I'm not prone to buy them simply because they add a lot to the game that I'm never likely to actually use. I'll read them and get a lot of laughs and then maybe be able to squeeze about 10% of the new stuff into an actual game.
The following are my thoughts on what's out there. These are the impressions of each supplement that I've formed based on how it's advertised here. If I'm totally off on the contents and purpose of any of these then you might want to glance at how it's being described. Currently for offer I see:
"Big Book of Bots":A Sourcebook so that Troubleshooters can own their own robots? After their experiences with robots in the past none of my players are willingly going to allow a bot within 20' of them. They could have bots assigned to them, naturally, but this already happens pretty frequently through R&D. A bot Sourcebook seems of limited use-how many of them can I reasonably expect to use? Assign a new one each mission? Unless they are actually useful the players are going to make killing it a matter of early priority in each mission. If they actually ARE of use then they're in the wrong game
I'm guessing I'd get about three missions worth of bots out of this and then the joke will have worn thin.
"Stuff" and "Stuff 2": I'd likely never let my players see either of these as they'd read through them and see all of the jokes in advance. I would buy these if I were creating my own adventures a lot so that I would have good stuff to unload on them in R&D or HPD&MC. I'm not sold yet on the whole "Infrared Black Market" concept as, in my games at least, visits to the market would have to be either done individually which would take absolutely forever or the entire thing would have to be made mostly treason free. Otherwise no one will risk going anywhere near it with the other players around. I'll introduce it in a future game and see how well it flies-if it goes over well then I might be more inclined to pick one of these up.
"The Underplex": Looks like a great Sourcebook if I were making my own missions. Otherwise, not so much. I'd run an adventure from it if it contained one but other than that it would see little use.
"Criminal Backgrounds": Another Sourcebook. Looks like it might be nice in fleshing out Paranoia campaigns that have characters actually carry over from adventure to adventure. If I were running a "straight" style game I might be interested in this. Typically we play "Classic" and use pregen characters, however, and my players typically have to look at their character sheet if you ask them something as simple as their character name. Forming long lasting bonds and developing their troubleshooters is a tough concept to suddenly try and add in.
"Service, Service": At first glance this appeared to be a sourcebook and I almost skipped right past it. Do I really want a detailed 8 page background on Production, Logistics & Commissary? Then I saw that it contains a mission for each one and it became much more interesting. It might be good to make that content more obvious. That being said, I'm hoping that the eight missions are connected in some way, creating a big, treacherous inter service network conflict with the hapless troubleshooters being moved around like pawns by all 8 groups. I suspect, however, that these are one-shots. and are in addition to a bunch of source material making for some pretty short and sketchy missions.
"Extreme Paranoia": We really, really like playing Troubleshooters. TV Stars and Executives? Not so much.
So that's the non-adventure stuff, now let's look at the missions that ARE on offer.
"Flashbacks" and "Flashbacks 2": Fantastic! Great to see these back in print. Not so good for my group, as we played these back when they were first out but I hope that these are some of your best sellers. What I want are more adventures and missions like these classics!
"Alpha Complex Nights" and "Nights 2": Five missions between them. One of these has the players as children and one has them as commies. We LIKE playing Troubleshooters. Really! While highly skeptical of those two adventures the other three look interesting. Since two of them are in one of the books and only one in the other I'm far more likely to pick up the first book and not the second.
"Sector Zero": These missions look like they could be good.
"WMD": Looks interesting and I'm curious to see how well the Straight style can be worked in with players used to Classic.
"The Thin Green Line": We LIKE playing troubleshooters, REALLY! Army men? Hmmmmm.
What it all boils down to is that Paranoia was/is a success as it stands in the basic books. Players as hapless Troubleshooters in a nightmarishly twisted setting. The fondly remembered classic missions that were deemed worthy of reprinting pretty much all feature this exact same setting. We don't necessarily want rules on how to play Scrubots and cafeteria workers or how many creds we can pick up mono-floss for. Tight, clever adventures like "Send in the Clones", however? Sign me up.
So far I've ordered "Crash Priority" from DriveThrouRPG and am eyeballing "Sector Zero". But I'm thinking that if the Mongoose line-up offered my foreground and less background that it might see better sales.
So that's my 2 bits
I'm delighted to see the resurgence of Paranoia and am starting to round up some players again.
I noticed in the "State of the Mongoose" letter the following comment regarding Paranoia:
The main rulebook is one of our best selling titles of all time, but the supplements, while cheerful enough at the sales end, are disproportionately low compared to the rulebook. Clearly, this is something we need to take a look at.
I thought I'd offer my 2 bits to let you know, from my perspective at least, why the line might have lower than expected sales.
The sales of the rulebook should definitely let you know that there is a market for Paranoia out there. Looking at the current line-up, however, I'm not really seeing anything that I want to jump on apart from the main rulebook.
What I want, quite simply, is missions. Missions where the players go trotting out as Troubleshooters, barely survive the briefing, have harrowing experiences at Supply, get saddled with nightmarish R&D gear and then charge into a chaos of backstabbing and destruction that is occasionally actually directed towards a mission goal. I don't have a lot of time to create these myself; certainly nothing up to the twisted and inspired levels of the published materials.
The original Paranoia line was chock full of fantastic supplements that offered exactly that: Send in the Clones, Vapors Don't Shoot Back, The Yellow Clearance Black Box Blues, etc. The current line-up, however, offers pretty much nothing like this. What I see instead are sourcebooks, and reprints.
Sourcebooks are certainly fun to read but I'm not prone to buy them simply because they add a lot to the game that I'm never likely to actually use. I'll read them and get a lot of laughs and then maybe be able to squeeze about 10% of the new stuff into an actual game.
The following are my thoughts on what's out there. These are the impressions of each supplement that I've formed based on how it's advertised here. If I'm totally off on the contents and purpose of any of these then you might want to glance at how it's being described. Currently for offer I see:
"Big Book of Bots":A Sourcebook so that Troubleshooters can own their own robots? After their experiences with robots in the past none of my players are willingly going to allow a bot within 20' of them. They could have bots assigned to them, naturally, but this already happens pretty frequently through R&D. A bot Sourcebook seems of limited use-how many of them can I reasonably expect to use? Assign a new one each mission? Unless they are actually useful the players are going to make killing it a matter of early priority in each mission. If they actually ARE of use then they're in the wrong game

"Stuff" and "Stuff 2": I'd likely never let my players see either of these as they'd read through them and see all of the jokes in advance. I would buy these if I were creating my own adventures a lot so that I would have good stuff to unload on them in R&D or HPD&MC. I'm not sold yet on the whole "Infrared Black Market" concept as, in my games at least, visits to the market would have to be either done individually which would take absolutely forever or the entire thing would have to be made mostly treason free. Otherwise no one will risk going anywhere near it with the other players around. I'll introduce it in a future game and see how well it flies-if it goes over well then I might be more inclined to pick one of these up.
"The Underplex": Looks like a great Sourcebook if I were making my own missions. Otherwise, not so much. I'd run an adventure from it if it contained one but other than that it would see little use.
"Criminal Backgrounds": Another Sourcebook. Looks like it might be nice in fleshing out Paranoia campaigns that have characters actually carry over from adventure to adventure. If I were running a "straight" style game I might be interested in this. Typically we play "Classic" and use pregen characters, however, and my players typically have to look at their character sheet if you ask them something as simple as their character name. Forming long lasting bonds and developing their troubleshooters is a tough concept to suddenly try and add in.
"Service, Service": At first glance this appeared to be a sourcebook and I almost skipped right past it. Do I really want a detailed 8 page background on Production, Logistics & Commissary? Then I saw that it contains a mission for each one and it became much more interesting. It might be good to make that content more obvious. That being said, I'm hoping that the eight missions are connected in some way, creating a big, treacherous inter service network conflict with the hapless troubleshooters being moved around like pawns by all 8 groups. I suspect, however, that these are one-shots. and are in addition to a bunch of source material making for some pretty short and sketchy missions.
"Extreme Paranoia": We really, really like playing Troubleshooters. TV Stars and Executives? Not so much.
So that's the non-adventure stuff, now let's look at the missions that ARE on offer.
"Flashbacks" and "Flashbacks 2": Fantastic! Great to see these back in print. Not so good for my group, as we played these back when they were first out but I hope that these are some of your best sellers. What I want are more adventures and missions like these classics!
"Alpha Complex Nights" and "Nights 2": Five missions between them. One of these has the players as children and one has them as commies. We LIKE playing Troubleshooters. Really! While highly skeptical of those two adventures the other three look interesting. Since two of them are in one of the books and only one in the other I'm far more likely to pick up the first book and not the second.
"Sector Zero": These missions look like they could be good.
"WMD": Looks interesting and I'm curious to see how well the Straight style can be worked in with players used to Classic.
"The Thin Green Line": We LIKE playing troubleshooters, REALLY! Army men? Hmmmmm.
What it all boils down to is that Paranoia was/is a success as it stands in the basic books. Players as hapless Troubleshooters in a nightmarishly twisted setting. The fondly remembered classic missions that were deemed worthy of reprinting pretty much all feature this exact same setting. We don't necessarily want rules on how to play Scrubots and cafeteria workers or how many creds we can pick up mono-floss for. Tight, clever adventures like "Send in the Clones", however? Sign me up.
So far I've ordered "Crash Priority" from DriveThrouRPG and am eyeballing "Sector Zero". But I'm thinking that if the Mongoose line-up offered my foreground and less background that it might see better sales.
So that's my 2 bits
