by seneschal » Mon Sep 22, 2014 2:39 pm
I played it once many moons ago. It is the type of game you have to be in the mood for to enjoy. Basically, Paranoia pushes the conventions of old-school D&D style role-playing to their logical conclusion. Your player-character must consist of six identical clones because Paranoia PCs are fragile beings in a world specifically designed to kill them in the most bizarre (and presumably humorous) ways possible. Your character will die, but the clones give you five computer-game style respawns. Citizens of Alpha Complex went underground centuries ago to avoid a Cold War era nuclear apocalypse. Unfortunately, the computer that controls the habitat has malfunctioned; it is insane. So is the characters' existence. The Computer is your friend. The Computer is also paranoid about Communist infiltrators, fifth columns, and traitors. Unfortunately, most normal human activities are potentially traitorous. Secret societies are banned, but every PC is a member of a secret society. Mutations appearing in the Alpha Complex gene pool must be eliminated (but every PC is secretly a mutant). The Computer needs maintenance but possessing computer programming skill is potentially traitorous. The Computer sends PCs on missions the purpose of which is unclear and equips them with strange experimental gadgets (and no instruction manuals). Failure to complete the mission is treason, but completing the mission may cause the PCs to know too much and become expendable. Your character's goal is to survive as long as possible, perhaps by betraying his companions to prove his patriotism. The Alphans have been underground so long that they are ignorant of the world outside and know of Alpha Complex only what the Computer chooses to tell them (which is as little as possible). Equipment use and area access is controlled by security clearance, and of course the PCs have the lowest possible clearance level, at least at the game's beginning.
In the session I participated in, one of our gadgets proved to be a device for dissolving bodily cholesterol. On high settings it was a dangerous weapon but its initial use actually improved the health of our opponents. Computer-issued equipment may not function at all, or it may be more hazardous to the wielder than to the target. And it could turn out to be anything from a weapon to a portable music system (the possession of which is traitorous).