Paranoia

What is your favorite version of Paranoia and why is it that one, Veeky Forums?
I read the new version and found that it patronizes you at length about how you, the subhuman RPG player who kickstartered/paid for it (or in my case pirated it), have to know that you can't be a dick or be offensive in any way, shape or form and then it starts going on about tranny stuff and how heterosexuality is treason completely unironically.
That's when I realized I needed to check out the older editions to find one worth running. (frankly even if I personally could stand it, which I almost can't thanks to the patronizing bits, there's players in my group who would refuse to touch it as soon as they even hear about that stuff)

I think I have a version of XP laying around but I think i'll be checking out all the editions (barring 5 and the new one) for which one i'd like running. Any recommendations?
Also what's a good baseline for adventures? Give them a nonsensical fetch mission and make sure all the directions are for places that have moved, require higher clearance or something more involved? Any good modules?

TLDR: General Paranoia thread.

Jesus that bad? I haven't looked into it but that sounds like hell.

It's fairly terrible but it's not surprising given that Greg Costikyan is the same fedoraed gentlewoman who went on about "real men" defending women and how he would duel any Gamergaters with pistols and sabre.

The patronizing tone is pretty constant throughout.

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>heterosexual sex is treasonous
>It's 2016. We're done with that.
>Do your best not to offend anybody.
>so try being a better person maybe?
Jeez, this stuff reads like a a tumblr PSA complete with the passive aggressive non-question questions.

Am I the only one that thinks "Heterosexual sex is treasonous" actually makes perfect sense (and is pretty funny) in this context?

It certainly fits the dystopian theme, though it's obviously not portrayed that way and followed by all the other stuff it's pretty clear it's not meant to be taken as such.
The new edition is shit at any rate like all card-driven RPGs.

Makes perfect sense in terms of lore.
They have a point.
A bit "safe spacy" but nothing major.
Hard truth hurts.

Sounds like the problum is you, and you're likley a faggot who couldn't scrounge together a group of people to play with anyways so you just want to bitch on the internet to feel like a big man.

Go back to your cuckshed, Greg.

>They have a point.
This is amusingly true.
Paranoia got such a rep for being the game where you could be as much an asshole as you wanted (and get away with it with impunity) that no one bothered to look at it.
Sure, you could play straight games of Paranoia, but no one wanted to do that, everyone wanted to play ZAP! because lawlz.
Did you play Paranoia, user?
Because it sounds like neither of you played the game, but talked about it online, or read something someone said about it.
GMs and players being dicks to each other and calling it "playing the game" was the de facto method of play, shit, I stopped because of it, it's fun for a moment, but not for long.

Sounds like you're the kind of That Guy retard who actually needs to hear this stuff and thinks pages upon pages of Disclaimers that 'you are the problem' in veiled tumblr-speech is something that should be in products you paid over $60 for.

>de facto method of play
Only by the kind of retards who played through jParanoia, i.e. those who've never played a real RPG with non-IRC people.
The vast majority of people never used it for "working out their frustrations" as the cunt in the text puts it.

>The vast majority of people
According to what?
My personal experience is mirrored by damn near every Paranoia thread I have seen on Veeky Forums, where games of Zap! (which is what the game type is actually called) are most common, with straight laced games being nearly nonexistent.
If you want, you can go into the old archives and look up the Paranoia threads that used to crop up, because what you are saying is absolutely bunk with nothing behind it, while there are many threads from this board that say the same thing I do.

>Am I the only one that thinks "Heterosexual sex is treasonous" actually makes perfect sense (and is pretty funny) in this context?
No, but as a long-time PARANOIA fan who even writes the title in all-caps, the new edition really soured me with its social-politics bullshit. For some reason, I was expecting it to completely sidestep the issue. I eagerly await the near future when enough marketing research has been done to show how much adding SJW buzzwords to a game manual actually does for sales on a product like this.

>For some reason, I was expecting it to completely sidestep the issue
Do you understand why the devs didn't?
When they have to come out and mandate in flat terms:
>Stop using this game as an excuse to be a twat to your other players, that is not the point
>Stop applying your personal socio-political ideals to Alpha Complex, they do not, nor have ever, applied
>Stop treating this game as something that it is not, then getting mad when the dev has to tell you what it is because "muh *insert rationale based on how offended you are*"
It's generally sneer-worthy reading the bitchfest from Veeky Forums of all places, considering it wears it's leanings openly and disdains anything that doesn't fall in lockstep like all those other websites.

Zap! is not taking the setting seriously, comedic games.
It's not about being a prick to your players.
Which you'd know if you opened up the book.

Hiya Greg.
is over there.

>what the book says
>what players say happens, and has been spoken of for years, including on this website
Perhaps you should play the game?

>a game called me out for my shitty beliefs abloo bloo bloo

Fucking easily offended snowflake. Do you need a safe space?

Look I don't really care if you subscribe to the tumblr style of begging for money through kickstarter and then treating your donors as subhuman scumbuckets.

What I want to know is which edition of Paranoia is actually good out of 1E, 2E, XP and Anniversary?
What are some good ways of running Paranoia adventures?

I like the older version full of Jim Holloway's artwork.

The funniest part is that the same picture would have different captions depending on which book you saw it in. For example, this picture appears in the GM Guide as shown, with the caption, "A loyal Troubleshooter tests his strength attribute."

If you look in the Players' Guide, this picture bears the caption, "A traitor disregards his obligation to the Computer and risks valuable equipment."

I'm a super-duper libtard but even I get annoyed how every modern RPG feels the need to namedrop cisheteronormativespaces. My favorite books are the ones that don't even acknowledge the real world other than referring to the players' interactions with the rulesystem.

My absolute favorite RPGs are the ones that don't even acknowledge that they're RPGs and rely on you to interpret the rules based on in-universe text that never breaks the fourth wall (Sputnik Lost comes very close to this).

>The funniest part is that the same picture would have different captions depending on which book you saw it in. For example, this picture appears in the GM Guide as shown, with the caption, "A loyal Troubleshooter tests his strength attribute."
>If you look in the Players' Guide, this picture bears the caption, "A traitor disregards his obligation to the Computer and risks valuable equipment."
Holy shit I've never noticed this before and I have all these

>my shitty beliefs
Projecting much?
You might have mistaken me for one of the feminist allies currently under fire for raping multiple women over the years through threats and coercion with the help of their fellow Liberals.

Aaand the /pol/ comes out. No surprise there.

I remember in the 90s it was a thing for RPSs to have a long intro para on why they write ‘he’ as a general impersonal. It struck me even then as kinda dumb, but I didn’t go bawwing over it on AoL, any more than I’d freak out over the copyright blurb being unnecessarily long or the index incomplete.

And I prefer rpgs that acknowledge they are games with rules that are better served being understood by the players, and leaving immersion in the setting to actual gameplay.

I play Troubleshooters Edition, and haven't run into anything I don't like.
Besides, even if you do, just change it. If your players complain, ding them for reading the ULTRAVIOLET section.

As far as running missions, give your players conflicting side missions (Official mission is kill traitors? Secret Society wants them extracted), and let them fuck it up on their own.
Keep track of failures and who caused them. Don't insta-kill on each player's first failure (gets too rocks-falls), but if someone fails three rolls in a row, consider costing them a clone.
Each failure should set the mission back in some way or cause inconvenience or danger to the party (It's not that they didn't succeed, it's that they failed. There's a difference.)
Each success, even if it causes negative effects, should be rewarded (If they successfully extract the traitors, punish them for their failure in the main mission, but give them a hefty reward from their society.)
One of the oft-overlooked parts of running PARANOIA is the rewards for success: give your players prizes, and they'll do more to earn them.

Has nothing to do with /pol/, it's general news known to everyone. Hell several (genuinely) Marxist media cunts in my own country are currently under fire for the same thing now that women have started talking out after Hollywood's been in the news as a nest for rapists and their "feminist" allies.
The people who write "She" like Kenneth Hite are generally far more Conservative than I am and would probably label me a Socialist as well for that matter.
>but I didn't go bawwing over it on AoL
Sure ya didn't. That's why you're so upset when people call a shit edition shit over it's poor writing and political holier-than-thou slant that runs throughout the entire book. And no, it's not just a preface blurb like you're implying.

For dealing with players, let them try to do things. If they want to steal things, let them try. If they want to develop stronger mutant powers, let them try.
The punishments for failure should be death (or worse), but success should be rewarded in some way.
Remember, succeeding at breaking into the Armed Forces barracks, High Explosives wing is an impressive feat. Maybe the guard that catches them (or reviews the tapes later) recruits them for a favor instead of reporting them.
Maybe they don't get the entire armory, but they could get help from a faction previously inaccessible to them.

Working off failure is also a possibility. In my current game, one of my players got caught being a Machine Empath, and only got away because the robot he controlled didn't rat him out.
Now he's got a week to steal an entire manufacturing sector for Corpore Metal. If he doesn't, he gets outed and his template wiped.
He's currently attempting to hack a cloning vat to render the human that knows a braindead Infrared, and turn the robot into a mindless servant-bot.

Like a shark to blood, /pol/ to /tumblr/

Thanks, i'll be sure to check it out.
My players aren't that bad overall but two of them need to be wheedled/interested into playing new games and would probably mock it relentlessly to the point of distraction or downright refuse to play if they see modern SJW stuff in there.

The bit about adventure sounds great. I wondered how to avoid it becoming too much like randomly killing them off. Actually giving them mutually exclusive objectives and then rewarding them based on results sounds great.

>poor writing
I take notice how no one has really brought up examples of the rules of the book, just bleating about muh politics.
However, anytime Myfarog comes up, the first 3 posts will always be "Well I know about politics, how does it play?".

The two things that annoy me the most of Paranoia are the mission archetype of sessions, which allow the PCs little liberty to try and interact with the setting (reunion with Secret Society pals, trying to get tickets for the Teela-O-MLY show..etc.) and the shitty character sheet. The overlap between skills is humongous and half of them are not used because of they being so niche, requiring to tailor the mission to use them. If you have some generic system which may serve me, please post it.

Have any of you experimented with Paranoia without Troubleshooters? Like a team of Reds in office department trying to further the goals of their, being dicks to each other and evading actual work like it is the plague.

Meanwhile Myfarog has been dragged out and beaten about in over 100 threads while the new Paranoia edition hasn't and has only been out for a short while in stores.
Here, read this garbage for yourself (though I doubt it wouldn't be to your shit-eating taste given your defence of the earlier shit): ss /file/2qq1rn

Troubleshooter's actually has a bit in the front about how to run it. Basically, it boils down to "don't kill your players, make them kill each other".
It should never be players vs. GM, it should be players against the system.
Also, there are more punishments than execution. Mind scrubbing, public shaming, or bureaucratic oversight are also common.

One of the problems I've tried heavily to combat against is the feeling of railroading.
At the end of the day, you can just drop some BLUE-Clearance guards with guns on them and march them to the mission, but that's not fun.
You have to make sure the players (not the characters, the players themselves) understand that this is a much more mission-oriented system: Friend Computer tells you what the mission will be, and then you do that mission.
Most of the freedom comes in how the mission will be solved. Often, the players will not be told how to solve anything, and will be encouraged to try anything.
As I said earlier, make sure the players are rewarded for what they do. Outside of obviously useless actions, if the players have a reason for why they are doing something, have it do something.
Not necessarily something useful, mind you. Stumbling on a Communist cell and clearing it out is noble, but if the mission was fixing a generator and you don't do that, you didn't do the mission.

Much more freedom comes from the post-mission activities. I recommend having at least an hour after the mission for downtime activities (shopping, talking to superiors, etc.). This allows the players to do things toward their own goals.
Make sure that what they do here is reflected later: if the player used their downtime to gain favor with some higher-clearance personnel, give them the ability to call that favor in on a later mission.

Ultimately, the game's pretty fun as a decompressor. I use it as a one-shot between larger campaigns as a story-light, less serious game.

Put it on file.fm or mega, and I'll look at it.

Try some less time-sensitive missions. Maybe all the players are doing is spending a week or so in a sector, looking out for traitor activity.
Or give them non-Friend Computer missions. When it's an INDIGO-Clearance IntSec head giving the mission, it's still a good idea to listen, but the "unofficial" aspect of the mission gives less pressure to do it RIGHT NOW.

The skills... yeah, there's a lot of less useful skills. Encourage your players to come up with ways to use them, and be less stringent on shooting down ideas.
If a player really specs hard into 'bot skills, let him find a 'bot every once in a while.
If they get a lot of vehicle skills, then maybe throw them a SegWay.
Pharmacology? Let them raid a medical storage room and have fun.
You're the GM. If it breaks your game, don't let them do it.

I haven't tried that, but it sounds fun. I have been looking for ways to include more Management skills. Might look into it.

/#F!AoZ3XZYC!cL0uEPTLpirJ11OiWQ7S4A!VwgUHZAQ

I agree in that I wasn't super on board with them spelling out the idea of hetero v. homosexuality, and as such, will be continuing the original tradition of all of the carnal arts being treasonous knowledge, but overall, I was actually pretty happy that they finally decided to say 'Seriously, stop being a fucking dick to people who are supposed to be your friends!', and this is coming from someone who ran PARANOIA exactly that way, because I thought it was funny, but then I wondered why people hesitated to play again, just as has said.

The developers finally taking the time to stop and tell people that this is not how people are meant to behave was refreshing, in my opinion.

>Am I the only one that thinks "Heterosexual sex is treasonous" actually makes perfect sense (and is pretty funny) in this context?

It absolutely makes sense, but as was mentioned previously, it could have been a skirted issue, the same way it has been handled in previous editions.

My major question in regards to the new edition is how the hell do you deal with character creation?

I have yet to figure out a method that runs smoothly and allows each player to end up with 5 positive skills and 5 negative skills without either not allowing a player to select a skill that the person to their left already has, or allowing players to place negative modifiers in skills they don't have yet.

I get that the idea is to breed contempt in the players, but as the GM, I feel there should be a specific way it is intended to be handled, and I have yet to find a straight answer.

This is hilarious and fits the black comedy tone of Paranoia perfectly. Stop being so easily triggered, OP.

Well, that entire paragraph doesn't apply because it's not 2016 anymore. It is the current year.

Jesus christ what thin-skin that the 'BE A DECENT HUMAN IN REAL LIFE AS YOU PLAY FAKE GAME' combined with a pretty funny joke about banning heterosexual sex is triggering people here.

Are you familiar Whit the concept of "death of the author"?
You can write all the sidebars you want. That doesn't stop people from playing in a different way. The only thing that you are doing with that is to narrow a segment of your audience.

But it is patronizing. Part of the game is being dicks to each other in a fun way, something that a lot of other games do (even some classic ones). To me the fact that the author felt the need to put not one, but multiple sidebars implies a lack of trust in its audience, and I can see why that doesn't entice me to buy that particular book.

Every RPG is somebody's first time GMing. "You are not here to be a dick." is an important thing that some people need to learn. They should have just left it at that one sentence instead of having three separate entries, though.

>It is the current year.
Ha! Joke's on you. The current year was three years ago. I remember that from a conversation I was having with a guy on the bus back then.

You realize how you sound when you say "I don't hate LGBT but I want it to be ignored by the people who run my hobby" it sounds like you hate LGBT. It was what, two paragraphs? Grow up

I'm not triggered by the homosexual wrestling, but I do think that Paranoia is one of the only exceptions to the "don't be a dick" rule. The entire point to Paranoia is to screw people over in a comedically horrible way. That's why it's fun. Obviously, there's still an etiquette at play, and you shouldn't be a dick in the wrong way (by, say, doing your best to bring the entire adventure screeching to a halt in a non-entertaining way), but you should definitely be a dick.

>Homosexuality is so bizarely unnatural that the computer can't even identify it for what it is.

WOW you're right what's with this SJW bullshit.

Are you saying this is incorrect? So you're saying that killing off characters isn't enough and you have to do it in the way that most annoys your players? You have to go OUT of your way to get them to never want to play with you again?
You must be a fun guy at the table.

All hail Queen Victoria!