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About PARANOIA
- RPG.net Game Index entry
- "Why It's Fun to Get Shot Six Times" (Gamegrene.com)
- "Setting intro for convention games
- Character creation example
- Animalcast interview with Allen Varney
- "Troubleshooter" (PARANOIA fanfic by ReverendSpencer)
Actual PARANOIA play
- Carrying water across the hall
- Mister Bubbles
- Mister Bubbles (another run)
- Trouble With Cockroaches
- Origins 2006
- Kublacon 2009 (Straight style)
- Story Games for Everybody
- Me and My Shadow Mark 4
- Inhuman Treason
- "Exhausting!"
"Sell me on PARANOIA"
- RPG.net forum 01/2006
- RPG.net forum 08/2006
- RPG.net forum 11/2007
- RPG.net forum 11/2008
- Paranoia-Live.net 09/2005
- Mongoose forum 09/2005
- Mongoose forum 11/2005
- Mongoose forum 03/2006
Advice on running PARANOIA
- How to Run (RPG.net Wiki)
- New at GMing...any tips?
- Advice needed
- New to PARANOIA
- I want to GM, but I need some info
- Curious about GMing a game
- First-time PARANOIA GM
- GMing PARANOIA for the first time!
- Handy list of useful links
- RPG.net forum advice
- Running on a moment's notice
Fan sites
- Paranoia-Live.net
- Omega Complex
- Traitor Recycling Studio
- CPU Central
- "Mutant Maker" character generator (screen)
- Another character generator (.PDF)
- Mission blender
- "Mr. Bubbles" briefing
- Standard equipment list
- Handy links for new GMs
- "New player" tournament handout
- Building real laser pistols
Reviews of the Mongoose Publishing PARANOIA rulebook:
Reviews of Mongoose PARANOIA supplements:
- Traitor's Manual:
Evan Waters, Cedric Chin, JamPaladin, Neil Lennon, Rory Hughes - Crash Priority:
Evan Waters, Cedric Chin, JamPaladin - The Mutant Experience:
Matthew - PARANOIA Flashbacks:
Neil Lennon, Matthew - STUFF:
Matthew - WMD:
Seafloorian - Extreme PARANOIA:
David Graffam - Service, Service!:
Matthew, Neil Lennon, Seafloorian - Criminal Histories:
Neil Lennon, Matthew - The Underplex:
Neil Lennon, Petri Wessman - Gamemaster Screen:
Neil Lennon - The Little RED Book:
Neil Lennon
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Official development blog for the PARANOIA roleplaying game. No description is available at your security clearance. The Computer is your friend.
Wednesday, December 31, 2008
PARANOIA: 2008 in review
(The following opinions are by me alone, Allen Varney, and don't necessarily represent those of PARANOIA's owners or publisher.)
In 2008 there was essentially no PARANOIA news at all until just this month, when Mongoose Publishing suddenly produced three new books in two weeks: Alpha Complex Nights 2, Big Book of Bots, and The Thin Green Line. (A fourth book, Mandatory Mission Pack, will appear in January 2009.) All these supplements were designed by Mongoose's gifted staff writer Gareth Hanrahan, who had a banner year with a well-received new edition of Traveller, as well as the webcomic Fish for Fish and a new blog, Figures of Text. All these books also featured covers by the One True PARANOIA Artist, the incomparable Jim Holloway.
Though there was little news to report this year, we can expect wonderful things in 2009. In his 2008 State of the Mongoose post, CEO Matthew Sprange brought the news:
PARANOIA has always been an odd duck for us. You see, when publishing RPGs there is a set formula you can follow as to how many supplements you will sell, based upon how many main rulebooks have sold. With the exception of Flashbacks, PARANOIA does not follow this. At all. The main rulebook is one of our bestselling titles of all time, but the supplements, while cheerful enough at the sales end, are disproportionately low compared to the rulebook. Clearly, this is something we need to take a look at, and as 2009 is PARANOIA’s 25th Anniversary, it seems like the perfect opportunity!
First up will be a 25th Anniversary rulebook. Don’t panic, this is not a new edition per se, and if you want to stick with your current rulebook, you’ll find it works just fine with everything else coming for PARANOIA in the future. We are twiddling a few bits and pieces in the rulebook, including moving Zap and Straight games to an appendix, while concentrating on Classic (all future supplements will follow the Classic mould too). There will be a limited-edition version of this book to mark the anniversary, and we are currently putting together a plan of what this will include (we are currently investigating the possibility of using Rebellion’s recording studios...). If you are a PARANOIA fan, you will not want to miss this one, as we are packing a lot into it.
That will be the Troubleshooters taken care of. Later in the year, two more rulebooks will appear – the second covering IntSec troopers, the third High Programmers (there was actually a lot of debate about the third, as Vulture Warriors were the first choice – but when Gareth Hanrahan suggested that High Programmers might play like an insane version of Yes, Minister, he won the argument hands down). Each will form its own ‘sub-line’ in Alpha Complex, with its own set of scenarios appearing throughout the year, each providing a very, very different take on Alpha Complex as a whole.
This is an experiment in expanding the scope of Alpha Complex, while staying true to the roots of PARANOIA itself. The analogy we have used is actually some of White Wolf’s games – if PARANOIA is the World of Darkness, then IntSec troopers, High Programmers and, of course, Troubleshooters are the equivalent of Vampire, Werewolf, and Hunter (won’t say which is which, of course!). If this idea proves popular, we may add some new dimensions to Alpha Complex.
I think this is an inspired approach, entirely in keeping with the Mongoose edition's avowed goal to expand the range of experiences players associate with PARANOIA. I won't be involved with these three (!) new rulebooks, but I'm confident Gareth will do a terrific job, and I look forward to reading them.
PARANOIA continues to hold the gaming community's respect. This past fall, among 1,100 core rules sets, the Mongoose PARANOIA edition rose as high as #10 in the comprehensive RPG.net Game Index. At this writing, the rulebook stands at #16 among core rules sets, #40 among all 11,117 indexed products. The Flashbacks hardcover reprint collection is #30 among 2,542 adventures, #296 overall. Meanwhile, the leading fan site, Paranoia-Live.net, still simmers in a low-key way, though it has declined with the departure of most of its original High Programmers.
For me, the most exciting development of 2008 -- my 30th anniversary in the roleplaying field, counting from my humor article "Pond War" in Metagaming's magazine The Space Gamer #19 (Sept-Oct 1978) -- has been the chance to work again with several writers from the Traitor Recycling Studio, the gifted bunch who wrote almost all the books in the first two years of Mongoose's PARANOIA support line. Our new satirical humor site, Ninjalistics, is still finding its way, but all goes well. Last week, "Six additional political operatives die in separate accidents unrelated to Karl Rove" became our first article to get more than 1,000 hits, and its affiliate link earned our first US$1 of income, of which I was foolishly proud. Anyone who enjoys the PARANOIA style of humor will find Ninjalistics worth a look.
Of course, for me and all the Traitors, PARANOIA remains our first love. Though we have moved in many different directions, in 2009 we'll still follow the game closely, and I expect we'll enjoy it a lot.
Labels: yearinreview
Monday, December 29, 2008
PARANOIA in the real world: Zzzzzzz.....
In 2006, [John L.] Henshaw was replaced by Edwin G. Foulke Jr., a South Carolina lawyer and former Bush fundraiser who spent years defending companies cited by OSHA for safety and health violations.
Foulke quickly acquired a reputation inside the Labor Department as a man who literally fell asleep on the job: Eyewitnesses said they saw him suddenly doze off at staff meetings, during teleconferences, in one-on-one briefings, at retreats involving senior deputies, on the dais at a conference in Europe, at an award ceremony for a corporation and during an interview with a candidate for deputy regional administrator.
His top aides said they rustled papers, wore attention-getting garb, pounded the table for emphasis or gently kicked his leg, all to keep him awake. But, if these tactics failed, sometimes they just continued talking as if he were awake. "We'll be sitting there and things will fall out of his hands; people will go on talking like nothing ever happened," said a career official, who spoke on the condition of anonymity because he was not authorized to talk to a reporter.
In an interview, Foulke denied falling asleep at work, although he said he was often tired and sometimes listened with his eyes closed. His goal, he said, was to create the best agency he could, partly by putting in place "performance metrics" not previously used at OSHA.
Foulke said his senior staff appeared "pretty enthusiastic," but he acknowledged that there were grounds for tension with others. Leadership, he said, is "taking people down a path they don't want to go, until you get them to a place where they realize this is where they need to be."
Wednesday, December 17, 2008
Electrical towers
Labels: powerservices
West End Games video update
Sincere good wishes to Eric Gibson and to all those who hope to see West End make a full recovery.
Saturday, December 13, 2008
Tokyo traffic control
--What? Oh, wait. These are photos of Tokyo's traffic control center. Oops.
Labels: cpu
Thursday, December 11, 2008
PARANOIA in the real world: Smile-detecting cameras
You know all the old cyberpunk stories, where the targeting recticle would wander over the screen before zeroing in on the guy you want to shoot? At a Best Buy, there was a camera with "smile detect." You turn it on, and if there's a person with a face in camera view, a little orange recticle wanders over the screen and focuses on them, and when they smile automatically takes a picture.
I'm heartened that the commenters in this RPG.net forum thread instantly moved into PARANOIA-speak.
Tuesday, December 09, 2008
All-Seeing Redistribution Engineer
Labels: santaclaus
Thursday, December 04, 2008
New PARANOIA book previews!
- Alpha Complex Nights 2
- The Vulture Squadron sourcebook, The Thin Green Line
- A Swiss Army knife-style toolkit for the Gamemaster, the Mandatory Mission Pack
You'll need a .PDF reader to view these previews. I like the free, lightweight SumatraPDF, but that's just me.
Tuesday, December 02, 2008
Costikyan on Candy Land
To begin with, let us view Candy Land as a mathematical entity. It is very nearly a Markov chain, a stochastic process in which, given the current state, future states are independent of past states. (It would be a pure Markov chain if the deck were shuffled after each play; instead, it is a crippled Markov chain coupled to a push-pop stack.) As such, it is a metaphorical representation of the fundamental ideology of the United States; the past is no constraint on the future, and each individual should strive resolutely for personal advance despite whatever the past may hold. [...]
The characters represented in the game, through whose desmesnes the players pass, are all representations of sickly, in many cases objectively repulsive, sweets: Princess Frostine, the Gingerbread People, Mr. Mint, Gloppy the Chocolate (formerly Molasses) Monster. There's a clear message to the American child here, one our business establishment is at pains to transmit through all forms of media -- most importantly, of course, through the thundering waterfall of commercial blandishment none of us is permitted to escape, whatever media we peruse. That message is, of course: CONSUME. Consume candy. Consume everything.
There's much more, and I admire Greg's insights throughout his ran-- uh, piece. But this latter excerpt -- about Candy Land as propaganda for consumerism -- seems obvious, like observing Monopoly promotes capitalism and Life teaches social conformity. Candy Land is perhaps more interestingly considered as many children's earliest introduction to the very idea of a game, the agreement to accept arbitrary restrictions on play. I wonder what damage that has done?
Perhaps the main damage is commercial. Candy Land is the gateway drug to Life, Sorry, Monopoly and the rest of the Parker Bros./Milton Bradley pantheon. Most of these "classic" games (excepting Clue, Mastermind, and maybe Stratego -- oh, and Scrabble, of course) are dull designs. As such, they have conditioned generations of Americans to think of boardgames as trivial and boring. But I wouldn't necessarily fault Candy Land for that. As Greg observes, the game's purely random play suits its target audience perfectly.
Labels: candy
Monday, December 01, 2008
State of the Mongoose 2008
Labels: state of the mongoose
Copyright © 2004-8 by Greg Costikyan and Eric Goldberg. All your rights are belong to us. No bloody
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No, seriously. If you make non-commercial use of stuff here, that's fine, but we reserve all commercial rights, and all rights
to prepare derivative material on things posted here. In addition, posters of comments must be aware that we reserve the right to use
whatever material they post here, and/or derivative works therefrom, in PARANOIA, supplementary products, licensed products, or derivative
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and sugary snack; and tattoo design rights deriving therefrom. Woohoo! Is that enough legalese for you? The Computer is Your Friend.