I haven't run my first game yet, but from what I can tell, the first introduction mission in the new game is lacking a lot of "Paranoia spice". It seems like an all out coop mission and I'm afraid my players will get used to not-backstabbing which I will later have to coerce out of them again. Also, the second mission doesn't really seem to introduce it until late on, which I don't really like. Also if the players go "this isn't really what I expected" after one mission, there might not be a second.
So I decided to tweak the first mission and introduce secret societies early on.
One player will immediately after waking up receive a secret note along the lines of:
Another will also immediately receive a note:
When putting on their clothes, one of the remaining players will receive this note:
After some action went down, the last player receives his note:
What do you guys think about this? Too complicated? Not engaging enough? Not enough conflict? Bad idea?
I'm aware that this will mess with the point of the second mission, but I'll deal with that when I get there
So I decided to tweak the first mission and introduce secret societies early on.
One player will immediately after waking up receive a secret note along the lines of:
A floating message appears before your eyes: "Welcome back, Commander. You have been cloned undercover. IntSec has critical information that a dangerous enemy of Friend Computer is among your group. Detainment or termination of this traitor is of absolute priority. We have safely stored your personal memories for post-mission retrieval. Should you blow your cover, we will not acknowledge your existence. Good luck, Commander. This message will now self-destruct." The message disappears, with faint smoke leaving your ears.
Another will also immediately receive a note:
Until the player gets rid of the message, he can't see very much. If/when the player pushes the order button, he gets a second note:A large popup appears in the middle of your view: "Congratulations! You are the lucky winner of this 70%!!! discounted one time* offer of a brand new* >>EM coretech disruption device<<! (Free Enterprise terms of service apply)". You see a large "Order Now" button at the bottom of the message. There is no close button.
By next opportunity, the player will receive a neatly wrapped box with his name on it. Inside he finds a hand-sized horseshoe magnet that, when held to the head, disables / errors out the coretech of a clone and irritates bots.The popup text turns into: "Thank you for your purchase! Your >>EM coretech disruption device<< is on its way! Also, enjoy this bonus Free Enterprise coretech toolbar! PS: You owe us." A bar with an ominous "Go shopping!" button appears at the top of your view. Shortly after, the message disappears.
When putting on their clothes, one of the remaining players will receive this note:
While putting on your clothes, hidden ... on your body, you find a tiny scrap of paper saying: "We, the Frankenstein Destroyers, have chosen YOU to carry out the good work! We will reward you greatly for every oily, motherbeeping robot you can break! This is more important than any silly mission you may be on. Do well, and you will join our ranks. Should you help the machines, on the other hand... we WILL find you. We are everywhere."
After some action went down, the last player receives his note:
Once the player finds the device, he'll get the next:A chat box with UNKN-O-WNZ-4 pops up at the side of your view. The picture of his face is garbled. The box says: "-secure connection established- See the camera to your left in the corner? We've been watching you. You've handled the situation like an expert. We could use an expert like you. I've marked a location on your map. There you will find a hidden device that I want you to pick up. Unseen. Expert-like. I'll send you more instructions when you have it. PHREAKZ OUT. -disconnected-"
The device looks like a computer chip with a small antenna glued to a piece of band-aid. You get a new message from UNKN-O-WNZ-5: "Very good. You have the hack-a-tron-3K. I happen to know that you will encounter a massive robot on your mission that we want to get under our control. Plant this device on the core of the bot and make sure the bot is not destroyed. The device will make it look like the bot shuts down. Good luck. PHREAKZ OUT. -disconnected-"
What do you guys think about this? Too complicated? Not engaging enough? Not enough conflict? Bad idea?
I'm aware that this will mess with the point of the second mission, but I'll deal with that when I get there
