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SOME BASIC RULES AND SUGGESTIONS.

Posted by GM Computer HeathFor group 0
GM Computer Heath
GM, 352 posts
Fri 21 Nov 2008
at 22:43
  • msg #1

SOME BASIC RULES AND SUGGESTIONS

Some of you are new, and some were new in the last game and still don't fully get the rules.  That's a good sign, because it means you haven't read the highly classified ultraviolet section of the rulebook, as a traitor would do.  But here's to enlighten you as to some suggestions and basics on how some of the rules work that we didn't go over much:

ROLLS:  High rolls are BAD!  You want to roll at your skill level or LESS.  Remember that the margin you make your roll by is VERY IMPORTANT!

MUTATIONS:  Many of you did not use your mutations much, if at all.  I will be introducing a rule from the Mutations manual (don't worry, it's ultraclassified too).  Not using your mutation means it builds up and might explode at any time without your wanting it to!  I will also be using new rules regarding "mishaps," "accidents," and "overkill."  Mishaps are when it doesn't do what you want, overkill is when it does too much, and accidents are when mutant powers go off unexpectedly.

SERVICE FIRM :  Keep in mind your service firm (the private company you serve on behalf of the Computer).  You may have duties or be able to use connections from that service firm.

MANDATORY BONUS DUTY:  Remember that this is the area you are responsible for on your team.  If people violate the rules, you may cite them...FOR MONEY!!  You may also document traitorous behaviors.

SECRET SOCIETY:  Your secret society gives you special missions, or you may meet others from your secret society.  Although traitorous, you want to stay on your society's good side.  Being a traitor of the Computer and a traitor to the traitors to the Computer would be a double whammy!  You can also exploit your connections, fulfill the society missions, and move up in levels with them.

PERVERSITY POINTS: As noted, we will now follow the rulebook which limits perversity points to a maximum of 5 per roll.  You may affect your rolls, others' rolls, or any other roll.  Use them wisely to get ahead in the world.

TRAITOR ACCUSATIONS:  Many in the last mission seemed to really get along with each other.  Remember that the game is called "paranoia" for a reason.  You are out to weed out all the traitors (i.e., the players in your group), and your success will be rewarded.  It is your duty to find these traitors and the one goal you should always keep in mind, along with making sure you never, ever, ever do anything the Computer has told you not to do.


The fact that so many of you still had clones left at the end of the last adventure is a disappointment!  You weren't dying enough.  (Just joking, but remember that you have 6 clones, so don't be afraid to take some chances.)

I might post more suggestions as I think of them.  Here are some rules/explanations to keep in mind:

FROM A REVIEW OF THE RULES:
quote:
Background: The next part of character generation requires consulting tables in the book. Players roll up (or are assigned by the GM) their Service Group, Mutant Power, and Secret Society. Players also select additional skills from their Service Group and Secret Society. Service Groups include Armed Forces and Research and Development, and are further divided into Service Firms, such as Power Service's Fuel Cell Replenishment. Secret Societies, such as Death Leopards and the Sierra Club, provide background for character conflict and roleplaying possibilities. Mutant powers provide kewl powerz. Definitely Xerox these tables before play to avoid grubby player fingerprints and table-consulting bottleneck ("You can have the book after I roll up my character, okay?").

Perversity Points: Players then receive 25 drama -- sorry, Perversity - points. These points can be spent before the d20 is rolled (Paranoia even suggests different ways the GM can allow spending points). The GM awards Perversity Points to players at the beginning of a scene. Perversity Points are owned by the player, not the character. (Players may spend Perversity Points at the end of a game to increase skills and stuff, but that would be boring.) In addition, players may receive up to 10 additional Perversity Points by adding Tics to their PC. Similar to GURPS' Quirk, a tic is a distinct behavior your character has (and it had better be unique!).

Attributes: Each player also has two attributes, called Power and Access. Each attribute is a pool of points -- and only the GM knows how many points a PC has! Mutant powers require Power points, and cutting through red tape / cashing in favors require Access points. No, players don't know how to actually use these attributes. Good luck.

Security Clearance: Players begin at Red clearance. Security clearances haven't changed. They're still the colors of the electromagnetic spectrum: Infrared, Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet. As in second edition, troubleshooters are promoted a clearance at the end of a mission (if they're lucky).

Credits: PCs receive a Red Clearance income of 1000 credits per month -- and their rent is 1000 credits per month. PCs can gain additional credits through their service to the computer and can be fined for innappropriate activity. PCs also receive the Mercantile Enterprise or ME card. Unfortunately, the card's built-in sensors do not test if the holder of the card is the rightful owner. Hee hee. Paranoia XP greatly expands the use of credits in the game.

Clones: To offset the terminably abrupt life of a Troubleshooter, each PC has six clones. Paranoia XP now has rules about purchasing additional clones (in Classic and Straight games). See how useful credits are?

Manditory Bonus Duty: Each PC is assigned one six duties: team leader, loyalty officer, hygiene officer, communications and recording officer, equipment guy, or happiness officer. Yes, when there are more than six troubleshooters, the rest are assigned as loyalty officers.

Conclusion: Compared to first and second edition, character generation is much longer, covering fifteen pages versus the previous editions' five pages. However, unlike the previous two editions, XP follows a "let the mechanics fit the game" design, with elements that encourage role-playing and dramatic play. New players may balk at the unique and complex character generation system, so you'll need to assure them of the game's fast and furious play which you, as the Gamemaster, are responsible for.

The section ends with player etiquette (stuff like not taking the game personally), a solo mission, and tips for traitors. This material appeared in previous editions. The solo mission does an excellent job of aquainting a new player to Paranoia's Alpha Complex, and the etiquette and tips are concise and well-written. (When it comes to players, the less they have to read the better...)

II. Gamemaster Section: Ultraviolet Clearance

Thankfully, Paranoia has some of the best Gamemaster support I've seen in a roleplaying game. Nowadays, advice in how to run a particular roleplaying game is pretty commonplace, but twenty years ago, it was quite unique. Paranoia XP's Gamemaster Section combines both GM guideance and mechanics only the GM should know.

Styles of Play: Remember The Prisoner? 1984? Dr. Strangelove? Paranoia now supports three styles, Classic, Straight, and Zap. Classic is the conventional way most gamers have been playing Paranoia, Zap is the liberating rush of newbie play, and Straight allows "serious" play in the dark future. Changes in mechanics and advice, however, aren't too extensive or dramatic for these styles.

Universal Hostily Formula / Combat: Probably the major mechanics change from previous editions is the "margin of success" Universal Hostility Formula. It's probably best to explain it by an example. Dexter-R-FCP-1 has a Violence of 6, and an Energy Weapon of 10. His handy laser is an Energy weapon of W3K. The first letter is the minimum damage he will cause. W stands for Wound. The last letter is the maximum damage. K stands for Kill. The number is the Boost Number. Dexter rolls a 6 on a d20, so his margin of success is (10 - 7 = 4). Divide the margin of success by the Boost Number (and round down), and this is the number of Damage Steps above the minimum damage. 4/3 = 1, and one rank above Wounded is Maimed. However, his opponent has Reflec armor, which is E1, meaning that it reduces Damage Steps from Energy weapons by 1. His opponent is merely Wounded. (And, yes, you can roll on the Hit location chart, like in previous editions.) An important change is that PCs are no longer Stunned, but SNAFU'ed -- meaning they can do anything except attack. Another is that damage is non-cumulative. (Well, it's not a change if you don't feel like changing it...)

Universal Hostility Formula / Treason: The first rule of Paranoia is The GM is Always Right, but here's how UHF works for treason. Jan-R-EEE-1 accuses Mark-TOR-1 of Destroying Computer Property. Jan has a Management skill of 10. Destruction of Computer Property has a statistic of P4T. P stands for Probation, and T stands for Termination. He rolls a 5. That's 5/4 = 1 (rounded down) step up above Probation, or Censure. The margin of success also allows for accusations affecting more than one player. The margin of 5, for example, would include other troubleshooters in the party. The treason section also comes with a table of fines for specific acts of treason, supporting the importance of credits in Paranoia. Like damage, treason accusations are non-cumulative. Maybe.

III. Paranoia Sourcebook: Ultraviolet Clearance

The sourcebook begins with a brief origin (so to speak) of Alpha Complex and everyday life. The Sourcebook is pretty much a continuation of the rest of the book, going into detail topics introduced in the previous two sections.

The Economy: Credits are now extensively supported in the game. Players have the ME card, living expenses, bribery, fines, purchase of additional clone families, and, of course, equipment. While optional and usually used in Straight games, credits can add a dimension of play to other styles.

Skills: Skill descriptions and mechanics are mostly unchanged from second edition. Secret Societies now teach PCs new, secret skills. Skills use the "margin of success", but not the Univesal Hostility Formula.

Service Firms: Service Groups have been expanded. In order to increase efficiency (cough) Service Groups have outsourced to Service Firms. While a Service Firm doesn't create the backstabbing or color of Secret Societies, Service Firms allow the Computer to assign secondary missions to PCs. And a few other underhanded things. Unfortunately, since the text runs from one column to another, individual Service Firm descriptions aren't easily xeroxed as player handouts. The Mission has Service Group descriptions which can be used as player handouts.

Mutant Powers: As said under Styles of Play, different mutant powers are available depending on the style of play. For example, Transmutation (does what it sounds like, but only on inanimate objects) is a Zap mutation, while Bureaucratic Intuition is a Straight one. The boring Mental Block and three slightly-too-powerful mutations are now reserved for NPCs.

Secret Socities: Secret Societies remain unchanged, except for two interesting subtleties. Rank is now from 1 to 20, not-so-coincidentally the same numbers on a certain isocahedron. However, no explicit descriptions are provided to assist GMs to determine how successful a player is when he contacts his Secret Society, how long a request will take, or how successful the request will be. Another subtlety are the classifications into different levels of threat to -- and control **by** -- The Computer.

Equipment: Weapons, Bots, Coms, Multicorders, Bots, and Vehicles are unchanged from second edtion. Paranoia XP adds Personal Digital Companions (PDCs), Stupid reflec upgrades (illegal and maybe even effective), plus a side box of the Thirty-one Official Flavors. I should say the bot creation guidelines are concise yet inspiring enough to create enjoyably lethal 'bot NPCs. Vehicle guidelines are simple, yet helpful for non-vehicularly enlightened GMs. (Personally, I would have preferred the equipment section be expanded, rather than the addition of Service Firms. The bot rules are from the second edition, not supplements.)

Manditory Bonus Duty: Originally a handout from the second edition boxed set, the entertaingly hilarious MBD is yet another device to create player disharmony. Each PC is assigned one six duties: team leader, loyalty officer, hygiene officer, communications and recording officer, equipment guy, or happiness officer. Each duty allows players to roleplay a position ("Let's all put on our happy faces!"), as well as provide opportunities to abuse power ("I'm sorry citizen, but you're not happy enough. Have some Qualine! HAPPINESS IS MANDITORY."). The MBD process begins with the MBD Determination Test 88-9b, a useful form players can use to kill time while waiting for pizza to arrive. The MBD section also comes with badge / handouts for the players. (Unfortunately, the badges aren't as easy to xerox as the original handout.)

Medication and Sanity Test: These sections were originally in the first edition supplement, Acute Paranoia. Medication includes both guidelines for play, and a useful selection of tranquilizers, mood modifiers, and even experimental drugs. Sanity tests are actual tests you can pull on a player, along with a table of amusing random medical treatments.

The section ends on an essay / discussion about malware: buggy proprietary code, application bloat, viruses, and suggestions of their use in play.

IV. Mission Section: Ultraviolet Clearance

The Mission Section begins with more GM advice, this time how to structure a Paranoia adventure, and half-page descriptions of the eight service groups, suitable as handouts for players. The introductory mission itself, Mr. Bubbles, is a twenty-five page adventure for a GM and 4-6 players. The mission is meant to run for 1-2 sessions (6 hours), in the Classic style. Notes are provided for playing it Straight. Six pregenerated characters, including backgrounds, are provided. As mentioned, character sheets and adventure handouts are available at the Mongoose website.

Without giving too much away, the adventure does a good job of introducing the players to the Alpha Complex, better than previous editions.. (If you recall, much of the first and second edition introductory adventures took place outside of Alpha Complex.) It has the standard Paranoia adventure elements: backstabbing pregenerated characters, handouts ridden with technical babbleese, a briefing and debriefing, the trip to mildly deadly R&D, annoying NPC's, and Asimov-ignorant 'bots.

The section ends with designer notes, reference charts, random stuff charts ("What's in that crate, anyway?"), a character sheet (it even includes a second page for secret information), and a one-page index. The character sheet is available as a download from the Mongoose site. The random stuff charts look just like the reference charts, but a post-it on the "Universal Hostility Formulae" page should prevent in-play fumbling for reference sheets.


quote:
Service groups and firms
In the new edition of PARANOIA appearing this August from Mongoose Publishing, we want to emphasize a play aspect that fell somewhat into neglect in older editions: your Troubleshooter's service firm.

In the old days, Alpha Complex municipal functions were handled by eight service groups, powerful bureaucracies supervised by The Computer: Central Processing; HPD & Mind Control (HPD&MC); Internal Security; Production, Logistics, & Commissary (PLC); Power Services; Research & Design (R&D); and Technical Services. Some years back, The Computer privatized most of these functions, spinning them off as privatized service firms.

A service firm is a privately owned, for-profit company that carries out a particular municipal function in Alpha Complex. Each former service group now includes several service firms locked in bitter capitalist competition under The Computer's watchful eye.

The only service groups that were not privatized were Armed Forces and Internal Security. The rest of the old service groups remain today as regulatory agencies supervising the appropriate service firms. These service group bureaucracies are absolutely not flagrantly corrupt sump-holes full of superannuated, impotent bureaucrats. Don't think that. No matter what they act like, don't think that.

When you reached age 16 and left your clone creche, The Computer assigned you to work at one of these firms as an Infrared line worker. You worked there for years before The Computer promoted you to Red clearance and recruited you as a Troubleshooter. You still have low-level connections in your old firm, which may prove useful as sources of information or equipment.

Every PARANOIA Troubleshooter team once had to make an obligatory trip to R&D to receive valuable experimental equipment that awaited testing. The new edition retains and expands on this idea, now giving a duty that may be for a firm in any one of the service groups. We call it a "service service."

Yes, you may still visit R&D, but The Computer may instead call on you to deliver Power Services equipment (it's not really radioactive, that label is a mistake), or install scrubot software updates on behalf of Tech Services, or, or -- well, actually, we're looking for suggestions.

This message was last edited by the GM at 22:44, Fri 21 Nov 2008.
GM Computer Heath
GM, 399 posts
Fri 12 Dec 2008
at 22:24
  • msg #2

Re: SOME BASIC RULES AND SUGGESTIONS

To answer questions that have come up:

ROLLING:

I don't care if you roll yourself for an action requiring a roll.  HOWEVER, if you are planning to use perversity points, that must clearly be posted BEFORE the roll (i.e., time stamped).

Rolls are not disclosed to other players, so they can be put in a PL.  HOWEVER, you must disclose that a roll is taking place and what it's about so others (the target or just any other sadistic teammate) may have the chance to add perversity points to the outcome.

There are some times when rolling is done by me and not disclosed.

You should never, ever announce the outcome of a roll, since you don't know what modifiers or PP apply.

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