Wednesday, 19 March 2025

Lessons Learned from Paranoia

I recently ran Paranoia, my third time through a very loose scenario that I’d prepared, using my hacked version of the current edition. 

All three sessions went well, and I think the most recent attempt was the most successful. I thought it might be worth picking out a few lessons I should take from that.


Amnesia is Great

Yeah it can feel cliched to have the characters wake up in a room with no memory of how they got there, or even the world that they inhabit. Paranoia has the benefit of a setting where that sort of introduction is entirely fitting for a world full of cloning, mind control, and mandatory prescriptions.


A player realising two hours into the game “wait, the R in my name is for Red clearance!” is a much more effective way at delivering setting info than dumping it on them at the start of the session.


Of course there’s a bit of information dumping required, so I do it like this:


  1. Wake up in Troubleshooter Holding Barracks. Voice on tannoy explains memory curation and congratulates you on being volunteered for Troubleshooting.

  2. ID explains:

    1. Name, hint at job, skills

    2. Give char sheet, front side only

  3. Pamphlet dispensed, explaining:

    1. Computer

    2. Service Groups

    3. Secret Societies

    4. Mutants

  4. Go to the briefing room. Take a Mandatory Prescription to aid in memory recall. Make it dangerous so somebody might die, letting you explain how Clones and Wounds work. 

  5. Briefing explains:

    1. You can message the Computer secretly through your PocketBot

    2. Test out Treason Flags (punish a volunteer)

    3. Memory starts to fade back. Now peek at secret side of character sheet

    4. Gear and R&D Prototype

    5. Troubleshooter Task

    6. MBDs 

    7. Explain YOU CAN WIN THE GAME. Assessment will be based on TMSRR (TT,MBD,SM,RD,Redacted)


That looks like a lot of information, but it’s drip fed to the players as they are exploring their surroundings and interacting with NPCs and each other. 


Oh, and the pamphlet is a physical thing that the players can keep in front of them. 



Sometimes Too Much is Too Much

Paranoia is built on an iceberg of secrecy, a heap of things the player needs to keep in mind when trying to succeed, some more secret than others. 


Mutant Power sits at the bottom of this iceberg and I’ve noticed it’s generally the least utilised part of the character sheets. I think the Service Groups and Secret Societies are such evocative hooks that you almost don’t need the mutant element at all! Strange to say, because it feels like such a core part of the Paranoia concept, but maybe in future sessions I’ll rethink how they work, perhaps having them intrude on play even if the players aren’t actively using their power. 


Pregens Make it Work

I don’t think I’d ever play this game with randomly generated characters. The whole game just relies so heavily on that inter-player conflict, so it’s a lot more effective when you can fine-tune those tangled interests for maximum juice.


I keep the physical description down to a small hook. One character is “jacked with tiny delicate glasses”, another notes “sickly complexion, always  chewing gum” and I give them a gender neutral name. 


Failing... Forward?

Right, I get this is basic advice at this point, but Paranoia is a great game to play if you really want to hammer this point home. For those living under a rock, this is the idea that when the players fail at a task you should apply the impact of that failure in a way that keeps the gaming moving forward. Not pulling punches is especially important here. If it’s a deadly threat then apply deadly consequences and move on. 


The characters will face an unfair world full of challenges beyond their capabilities. Clever play can overcome them, but remember that you’ve also got other players working against you. Quite frankly, it’s impossible for the whole group to succeed. 


Of course, Paranoia’s famous clones soften the impact of character deaths (though I start my characters a few clones into their bank of 6), but also it’s just a fun world to fail in, and things like treason flags and XP gives a few more straightforward ways to apply failure beyond just damage. 


Tone is Everything

Yeah, this whole game is about tone. I prefer the cold, dark dystopia of “straight style” play, where the comedy comes through absurdity and satire rather than puns and slapstick. There were still some silly characters, of course, but then people are often kinda silly. 


I tweaked some of the starting skills to reflect this. Skill groups were given names like Management and Drills, with specific skills for Infrastructure, Flattery, Chores, and Wellness. This all helped with the oppressive feel of the world, and hinted at what’s expected of citizens in Alpha Complex. 


In my last game we probably used Chores and Wellness more than any other skills, with an especially funny sequence of failures related to trying to clean a corridor. Not many games where mops and bleach can lead to such a memorable encounter.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.


Tuesday, 11 March 2025

Non-empty Rooms

As so many have said before, an “empty room” doesn’t need to be a literal empty room. Instead, it’s just a room that doesn’t (currently) contain a monster, treasure, or trap. 

When you need an empty room, roll d6 instead.

1: Safe Room

Somewhere typically safe to stop for a rest. Perhaps it can be made safe with a little work, or something in here keeps enemies at bay. 

Examples: empty vault, hidden shrine, watchtower with retractable ladder

2: Danger Room

There’s something dangerous in here, but it’s not a monster or a trap. It’s easy enough to avoid, but the danger is there if combat breaks out or the players want to set a trap. 

Examples: hazardous machinery, walkway over snake pit, geothermal vents

3: Info Room

You can get useful knowledge here, most typically about another element of the dungeon. 

Examples: scrying pool, abandoned diaries, cave paintings

4: Tone Room

This is just here to set the tone of the dungeon, or the specific area this room inhabits. 

Examples: mass grave, baroque chapel, filthy living quarters

5: Nature Room

Nature gets everywhere, and this room is especially overrun with it. Nothing too hazardous, just life getting on with its own business. 

Examples: bird colony, fungal patch, rock pools

6: Supply Room

Nothing useful or valuable enough to be considered treasure, but a room full of stuff, typically mundane things. 

Examples: ramshackle kitchen, spare parts storage, uniform wardrobe

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.

Wednesday, 5 March 2025

Five Years of Wargames - Wishlist

Now for the games I'd love to get to the table next.


Lion Rampant

Remember when I said I thought Xenos Rampant would fit better in a different era? This is what I was thinking. 


The units being a bit slow and unreliable fits much more with my vision of medieval warfare than sci-fi. I’ve got enough Vikings to cobble together an army for this, so it’s high on my list to try. 


Five Parsecs from Home

I made all that wooden modular terrain and then never managed to get this campaign started! Perhaps one for the summer. 


Five Men at Kursk/Normandy

I’ve got everything I need to run this in 15mm, but I’ve heard whispers of a new release coming, so perhaps that will give me the kick I need. 


NUTS!

Another WW2 skirmish game but this time with a focus on dynamic turn structure, cascading actions and reactions, cooperative play vs an uncertain number of enemies, and a lot of fascinating narrative stuff but... 

Look, I just don’t get this. I’ve read it, I’ve watched gameplay videos, I’ve read message boards, but I’m just a bit stumped on how this actually works in play. But still... it holds a lot of promise as a potentially interesting game with some unique ideas. 

My dream is that one day I’ll find somebody already experienced in this game to walk me through. 


Chain of Command

Now this is one where I think I’m actually likely to find an expert to run me through a game, as it seems to have a good following. 


What a Cowboy!

A very strange die activation system on top of a surprisingly granular cowboy ruleset. I’m intrigued, though, and I have the minis ready to go. 


Space Crusade

Does this count as a wargame? My partner spotted this in a charity shop and I’m very pleased she called me to ask if I wanted it. Yes. I did.


At the moment I’m paralysed with fear over the idea of painting these miniatures, as they’ve clearly been waiting in their box for a very long time. 


Warhammer 40,000: Rogue Trader

Yeah, I keep telling myself that this old thing could be fun to run as a GM, taking some of my GW-fan friends back to the source, but there’s also a lot of grit to the system that I’m not sure we’d enjoy. 


Age of Penda /  Arrowstorm

This is a fascinating system from Daniel Mersey, the Rampant guy, and has an almost worker-placement system for assigning orders to your army, and an abstracted grid layout for the battlefield itself. The two flavours are early and late medieval, so perhaps when I’ve got my Vikings painted up I could get a game together. 


Black Ops

This is an unassuming little Osprey blue book, but it has some nice ideas. A cool system for suppression, stealth missions, and overall seems very simple. Perhaps I could spin it over to sci-fi or WW2 to use the miniatures I already have. 


A Billion Suns

Another interesting-but-daunting game. There’s a lot of space fleet action happening at my local club, so perhaps this is something I could lure people into. 


Blood, Bilge, and Iron Balls / Galleys & Galleons

I don’t know what prompted me to buy a handful of Age of Sail ships. Painting them scares me. Fitting little sails and flags to them scares me. Rigging?? Don’t even start.

If I ever actually finish this project then I’ve got two games in mind. BB&IB goes hard on detail, down to individual crew members and cannons, and sort of reads like a Classic Battletech style game, where each ship has a big sheet of info to track. This is certainly appealing when dealing with big old ships, but G&G, based on the Song of Blades & Heroes system, might be a more realistic way in for me.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon.