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Links
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
Archives
- Archives 2004 Feb - 2005 Oct
- 11/01/2005 - 12/01/2005
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- 12/01/2008 - 01/01/2009
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- 03/01/2009 - 04/01/2009
- 04/01/2009 - 05/01/2009
- 05/01/2009 - 06/01/2009
- 06/01/2009 - 07/01/2009
Official development blog for the PARANOIA roleplaying game. No description is available at your security clearance. The Computer is your friend.
Tuesday, June 30, 2009
INTSEC Community Mission - Collateral Damage
Monday, June 29, 2009
Rob MacD's alternate PARANOIAs
First up is "Slave Complex of the Under There":
Black Tunnels descend from the surface world to the Crimson Caves of Blood. Below lie the Ochre Delves, the Azure Sepulchre, and the Temples of Elemental Indigo. The descending levels of the Under There represent a kind of, let’s say, “security clearance” for the pecking order of the dungeon. Under constant surveillance by unblinking beholders, ogres bully hobgoblins who bully goblins who bully bootlicking kobolds, who get stuck cleaning elf-gunk out of the death traps. It’s like high school with gelatinous cubes.Then a steampunk PARANOIA, "Alpha | State," that will ring true to fans of the indie RPG a|state:
One hundred years after Babbage, one hundred years after Lord Byron’s coup, the Alphan Empire is a steam-driven superpower stretching from Barbados to Bangalore. At its heart squats perfidious Alpha, the not so Green and Pleasant Isle, and at Alpha’s heart sprawls the Empress, the city-sized analytical engine that rules and mothers the Empire. And oh, does it need mothering. For the paranoid Empress imagines a thousand perils to her binary virtue. Bomb-throwing Luddites! Bearded onanists! Filthy communards! And behind them all, the agents of another analytical AI: the Empress’ libertine continental nemesis, the Turk.
And finally "Alphaville," which, if you haven't already clicked through based on the two summaries above, just read it.
Man, it makes me yearn to return to Brave New Complex, the huge campaign supplement of variant Alpha Complex settings the Traitor Recycling Studio put together a few years ago. Nothing came of that -- no market -- but perhaps somehow, in some alternate timeline, that book actually got published.
Archive links fixed
Speaking of tasks I've let fester for years, I do hope to finally finally finally get to the .PDF of material cut from WMD, and sooner rather than later. The text of WMD (the 2006 collection of Straight-style PARANOIA missions) is included on the 25th Anniversary CD-ROM in the Black Missions limited edition due later this year, so a new cohort of Gamemasters will join the many wondering what happened to the free .PDF download I referenced repeatedly in the text. Okay, okay. Give a guy a few years of slack, okay? I was busy all that time, wondering how to fix the archive links.
Monday, June 22, 2009
PARANOIA on TV Tropes
As before, fair warning: If you're into the taxonomy of genre elements, TVTropes will consume hours and hours.
Saturday, June 20, 2009
Skulduggery
Pelgrane Press recently allowed its license for The Dying Earth RPG to lapse. (I did the layout for the Dying Earth rulebook and the first supplement, Cugel's Compendium.) Though the license to Jack Vance's wonderful fantasy novels currently lingers in abeyance, the fine rules system by Robin D. Laws lends itself well to characteristically Vancian interactions in other settings. Pelgrane publisher Simon Rogers is collecting opinions on new settings using the Dying Earth rules, such as this new proposal, Skulduggery, a game of "verbal fireworks and sudden reversals":
Skulduggery, Pelgrane Press’ hilarious new roleplaying game of doing unto others because they’re sure as heck planning to do unto you. [...] quick, uproarious games of treachery and oneupmanship in any setting. Fine-tuned for one-shot and impromptu sessions, it can be adjusted for longer-running series as players demand.From the moment The Dying Earth RPG appeared, gamers have connected it to PARANOIA. (See, for instance, this 2003 RPG.net forum thread on player-vs-player conflict.) Now, depending on the feedback Simon collects from his readers, the connection may become easier than ever. Drop by the Skulduggery post and comment.
- The tongue is sharper than the sword. Skulduggery makes verbal persuasion as suspenseful and decisive as physical combat.
- There’s always another comeback. Don’t like the results when you roll a die? Skulduggery’s reversals-based resolution system lets you roll again -- if you can afford to pay the price. . .
- Characters in minutes. The GM hands out stacks of cards. The players trade for a few minutes. Presto: instant characters, ready to play!
- Wit wins out. Strategic deployment of dialogue snippets recharges your supply of the points you need to succeed.
- Think you’ve got it all under control? Just when they think they’re ahead, characters must face their own worst enemies—the all-consuming temptations driving them to distraction and doom.
Friday, June 19, 2009
Unconcealed secret buildings
Wednesday, June 17, 2009
Modern (?) Russian power plant
Because this powerplant was completed after the Chernobyl, they paid a special attention to secure it from alike accidents. There is even a saying that “The sci-fi writers are on the second place by richness of imagination, the first place is occupied by the nuclear plant security engineers,” meaning that they need to make it safe just for some unimaginable events that not very likely to happen, but still the security system should be ready for them.Ha! Glorious comrades, now to be imaginink many unimaginable ewents werry werry likely to happen in similar power plant in capitalist pig-dog (ptui!) Alpha Complex!
The outside structure that secures reactors themselves can stand the blast that exceeds ten times the power of atomic bomb blast, just imagine.
Labels: glorious comrades
Friday, June 12, 2009
PARANOIA INTSEC - Community Mission 2
- Code 56 Stray petbot causing disturbance. Catch and return to rightful owner.
- Code 59 This code reserved for future use.
- Code 61 Berserk bot. Approach with caution.
- Code 69 This code left intentionally blank.
- Code 70 Reactor meltdown. Seal off sector to ensure radiation containment.
We need more codes! Codes that summarise a complex, dangerous situation in a single number, leaving absolutely no room for confusion.
No room at all.
Not a bit.
Never ever.
When a Trooper squad gets a Code alert, they should under no circumstances be confused, misinformed and/or terrified. Failure to respond promptly to a code is Treason.
Black Missions CD Contents
Tuesday, June 09, 2009
War on INSERT NOUN
Monday, June 08, 2009
12 fascinating tunnel networks
(PARANOIA fans will also enjoy the OObject feature "Futuristic megastructures," including Buckminster Fuller's Manhattan Dome.)
Saturday, June 06, 2009
The Perils of Stand-Alone Rulebooks
It's almost like writing rules in Orwell's Newspeak. 'Pyrokinesis doubleplusgood margin incinerate CommieMutantTraitor, plusgood on fire, ungood selfnosefire, doubleplusungood spontaneous combustion.'
Labels: IntSec
Friday, June 05, 2009
Soviet matchbox labels
Labels: glorious comrades
Thursday, June 04, 2009
Mongoose forum posts of note
On the Mongoose forum, this announcement prompted a question about compatibility between the forthcoming PARANOIA Anniversary rulebooks and the existing support line. Mongoose staff writer Gareth Hanrahan, designer of the 25th Anniversary rulebooks, replied:
The new rules are 95+% compatible with the previous edition. I can only surmise that most of the older supplements are sold out, and the remaining stock is fast dwindling. I'll attempt to bring Those Who Know into this thread.Speaking of the Mongoose forum: Saturday, June 20th is Free RPG Day, where participating game stores worldwide distribute free roleplaying material. This year Mongoose has prepared a special 32-page PARANOIA booklet including quick-start rules and a brief introductory mission. On the Mongoose forum, an enterprising citizen who got this booklet in advance of the day itself (treason point!) asked about a loyalty test accidentally omitted from the Free RPG Day booklet (treason point for, uh, somebody else to be named later!). In response, Gareth posted the text of the entertaining form right in the topic. Commendation point, Gareth!
Labels: 25thanniversary, freeRPGday
Wednesday, June 03, 2009
PARANOIA INTSEC - Community Mission #1
Instead of playing lowly Troubleshooters, INTSEC characters are heroic BLUE-clearance troopers. Now, no-one gets to BLUE without having a few skeletons in the closet. (Not to mention skeletons crammed into the waste disposal unit, or skeletons hastily buried in the food vats.) Therefore, every Trooper has a number of Treacherous Deeds in his past. These deeds may come back to haunt him, or he may be able to use his influence to have the evidence of these deeds erased during play.
We need suggestions for Treacherous Deeds! What have your Troubleshooters gotten away with in the past? What skeletons are in your characters' closets?
Labels: Community Mission, IntSec
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