Hi guys, OP here. After much thought, I have decided to run a little experiment.
I'm going try and run this game in Paranoia for the following reasons.
Firstly, as others have pointed out, the PCs must not be able to trust the world around them.
Since in Paranoia, your comrades will help and hinder you as they see fit; often with factions forming and breaking at the drop of the hat.
Any weapons you have will, at best, fire of a few semi-powerful shots before they kill you. That is, of course, if it doesn't out right explode as soon as you pull the trigger.
The same can be said about any mutant powers the players have. It could save you, it could kill you, or it could make you the monster. And of course, even if you survive, being a mutant is treason, and treason is punishable by death.
The second reason is that Paranoia has a high lethality.
If you get clipped, even slightly, you aren't walking away lightly. Coupled with the fact that your team mates will just as likely use your crippled form as bait, as they are to limp on right beside you.
The third reason is, as one user pointed out, the tongue in cheek nature of the game.
At first it will be all happy go lucky and I'll be very generous with the starting lives, so they can get a feel of how the system works before I completely blind-side them.
Death goes from being a light, casual affair to being deadly serious, since there's no Friend Computer to save them whilst their Outside. No clones to fall back on.
Traitorous back-stabbings and light hearted fratricide will suddenly become more meaningful, since your now actually wiping your team mates out. Any clones that do make it will have absolutely no memory of what happened before.
Of course, since the denizens of Alpha Complex have never seen or heard anything about Outside; indeed in normal circumstances such thoughts would be highly treasonous.
I'm sure my players will have fun working out if what I'm describing to them is completely harmless.