dunderm said:Thanks for all the fun you put into this game Allen. I own every version of this game, and most of the modules.
I had done this many years ago, maybe 5 or so. I hope you like it. I don't know if anyone has checked this out or not.
http://www.dunder.com/Paranoia/AplexCoorSys.html
Allen Varney said:A fine start, citizen Clangador.
If you are interested in playing or running the game, your next step is to decide which play style you prefer. Crash Priority presents short missions in all three supported play styles (Classic, Straight, and Zap). Then if you like Classic, get the PARANOIA Flashbacks hardcover compilation, or if you prefer Straight, go for the Straight mission collection WMD. If you like Zap, the mission blender in the GM Screen booklet should serve you well for a long time.
If you're instead interested mainly in reading, PARANOIA Flashbacks has some of -- actually, most of -- the funniest writing ever published in the roleplaying field. The Traitor's Manual, Extreme PARANOIA and Service, Service! are also chock-full of fun reading.
Based on this goal, I think you're best off getting Extreme PARANOIA first. It has rules for characters of all security clearances from ORANGE through VIOLET, and lots of new ways to instill different kinds of paranoia at different clearances.I do want to get some of the adventure collections, but my main focus is the characters. More mutations, more info. on the secret societies, more equipment - stuff like that. I run a straight game with a little classic mixed in. I'm trying to run a campaign that will last and not a series of single adventures.
Allen Varney said:Based on this goal, I think you're best off getting Extreme PARANOIA first. It has rules for characters of all security clearances from ORANGE through VIOLET, and lots of new ways to instill different kinds of paranoia at different clearances.I do want to get some of the adventure collections, but my main focus is the characters. More mutations, more info. on the secret societies, more equipment - stuff like that. I run a straight game with a little classic mixed in. I'm trying to run a campaign that will last and not a series of single adventures.
A long-term PARANOIA series doesn't depend so much on new mutations or new wrinkles on the secret societies (though there's plenty of both in The Mutant Experience and The Traitor's Manual, respectively). Instead it depends on constantly luring the players to think they're just about to win out, either against the system or against their rival players, or they're otherwise on the brink of figuring things out. Then you drop them through a metaphorical trapdoor to still deeper frustrations. Extreme is your guide in this worthy endeavor.
Clangador said:I have Paranoia XP /Service pack 1/
Paranoia GM Screen
Paranoia Stuff
So, which product should I set my sight on next?
xombie said:Clangador said:I have Paranoia XP /Service pack 1/
Paranoia GM Screen
Paranoia Stuff
So, which product should I set my sight on next?
I bought the exact same stuff to start out. My first new book came today and I went with The Mutant Experience.
Since my group will no doubt start with Zap and hopefully wiggle more into Classic, I figured I'd get a lot of use out of new Mutant powers to keep things varied in the beginning since they'll be cranking out new PCs a lot.