Welcome to PARANOIA

You are busy working your cycle loyally in your assigned service firm departments.
Suddenly your PDCs are bleeping loudly calling for your immediate attention. With a well drilled precision (or fear of consequences) you stop what you are doing and give your PDC your undivided attention*.

+++ATTENTION CITIZEN, YOU HAVE BEEN ASSIGNED…

Ah PARANOIA (or as the commies might say PARANOIA)…

*Failure to close the thermo-nuclear coupling struts in section Delta four-0 results in the loss of over a thousand technicians. A security team has been dispatched to find the commie/mutant, traitor responsible…

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Welcome to PARANOIA

Post by Priest »

The computer has marked the following as important. Please read.

Welcome to PARANOIA:


PARANOIA is a game in which you will at times be made to feel stupid, insignificant and hated. This is because you are, or at least your character is.

Other games (non-fun) reward you for being clever, unselfish and caring. PARANOIA does not, it rewards you for being the opposite. Survival of the team is not paramount, in fact it’s the opposite the less survivors the less glory to be shared, the less embarrassing questions to be answered.

When someone smiles benevolently at you – worry.

When anyone offers you assistance, ask yourself why? If you’re hanging by the fingers of one hand above a yawning chasm, and one of your team-mates smiles and extends a hand to help you up, do you take it, do you trust to let go your hold and accept their help? Not in PARANOIA you don’t. Unless, of course, you can figure a way to pull them over the edge as you pull yourself up.

Make sure another enters the dark room first, but don’t let them get to the prize first.

In PARANOIA there are no winners and losers there are only losers, make sure you are the surviving loser!
What you “must” forget.
Prior experience with other (non fun) role playing games is regrettable but can be overlooked (not necessarily terminable). However, it is mandatory to abandon the following notions, which interfere drastically with the totality of the PARANOIA experience:

1. Solidarity among characters or players. Other (non-fun) RPG’s exhort you to do your part in the adventuring party, split the loot equally, avoid internal strife and generally play like good little scouts. In PARANOIA this trusting behaviour will get you killed six times in six minutes. Trust no one, especially your fellow players (however, you can trust the computer. The Computer is your friend!)

2. The quest for weapons and loot. Other (non-fun) games reward your efforts with treasure, cool new powers, and ever more damaging attacks. More powerful weapons in PARANOIA are experimental. You’ll learn quickly not to trust experimental weaponry. You may have a mutant power, but it is hard to control and prone to backfires. The Computer (your friend) rewards successful missions with credits, you can spend them on a variety of useful or gratuitous possessions – but only if you’re cleared to own them.

3. Shaping a complex personality. In other (non-fun) games you can craft a highly individual character of emotional depth, who grows and changes over time in fascinating ways. In PARANOIA it is unwise to grow attached to your Troubleshooter whose lifespan is typically measured in days, if not hours. The Computer (your friend) prizes conformity; interesting or outlandish behaviour is not actually illegal, but is always suspicious. Instead of plumbing depths of character, experience the games atmosphere. You’ll probably enjoy the game more if you treat your Troubleshooter as a stand-in for your own hopes, schemes and fears.

4. Comprehensive attributes, skills and combat options. Many other (non-fun) RPG’S have elaborate character creation, movement and combat systems. These games offer the well designed character a broad range of control in all situations. In PARANOIA you have no control. The Gamesmaster (the computers voice) decides all details of movement, combat and the environment. Your character survives entirely at the pleasure of the GM, who shields you from the other players as long as you do entertaining things. Entertain or die!!

The GM tells you what you see. You say what you want to do. The GM tells you what happens. You don’t try to optimize your tactical advantage, instead you want the best dramatic advantage. The most entertaining character wins; put on a good show and fate will smile on you. You’ll enjoy watching the boring characters die like –well, like Troubleshooters. Won’t that be fun?

Of course it will. Fun is mandatory. The Computer says so, and the Computer is your friend!
We do not see things as they are, we see things as we are.
- Anais Nin
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Re: Welcome to PARANOIA

Post by Priest »

A Disclaimer.


The Computer (your friend) wishes it to be known that he has no intention of insulting the beliefs and ideologies of the player (even if they are treasonous in the extreme).
The Computer (your friend) wishes it to be known that he considers himself to be an EOI* of consumate taste

Have a nice day citizen :D

*Equal Opportunities Insulter
We do not see things as they are, we see things as we are.
- Anais Nin
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