From: Les_Jenkins@lppl.mi.org (Les Jenkins)
Newsgroups: rec.games.frp.misc
Subject: Re: Paranoia question
Distribution: world
Date: 31 Aug 92 18:07:53 EST
Organization: Les's Place BBS

In a message dated Sun 30 Aug 92  4:46, spivey@stortek.com (Jerry Spivey
MS2286 x8008) wrote:

 JSMX> Hi, I'm starting a Paranoia campaign soon, but I have a few of
 JSMX> questions...

No problem.

 JSMX> 1) Is there such thing as a Paranoia campaign?  What I mean is, if
the
 JSMX>    players are sufficiently paraoid enough, wouldn't most of them
have
 JSMX>    all their clones killed off by the end of the adventure?

This can be a problem. Really, the thing I like best about the game is
there are no hard and fast rules about how deadly it has to be. The truely
Paranoid players can have a blast (pardon the pun) just shooting each other
down in cold blood, but if you want to take it easy on them and actually
(GASP!) make it possible to survive a mission, feel free. I have one player
who has managed to go whole game sessions without losing a clone while
everyone else was dropping like flies. Why? He came up with some complete
BullSh*t, but awfully funny, ways of getting out of the bad situation.

 JSMX> 2) If characters do survive one adventure, what do you do about
 JSMX> updating
 JSMX>    clones?  It seems like 6 clones wouldn't be enough to survive
very
 JSMX> many
 JSMX>    adventures.  Do you up them back to 6 clones for each adventure?

I don't.. I suppose if you REALLY wanted to be nice you could, but with a
really good group of players they will learn how to play quickly enough
that you will probably start doing no-win situations just so you can kill
ONE clone after going several sessions without losing any. :-) Personally,
I feel the 6 clone limit is enough to keep them on their toes that they are
ALWAYS scheming on how to survive.

Incidently, I put my players in a room illuminated in the center by a
single spot light shining on a small table with an envelope labeled for the
team leader when no team leader had been selected, and made them wait.
Within 30 seconds of being in the room, two of them had started a fight
over the letter and nearly killed each other with the other clones tossing
grenades from a distance to try to break things up. Of course, many of the
weapons didn't work as expected so the firefight lasted several rounds and
in the end not a single one got hurt very seriously. (Stun effects only)
It's amazing what will happen if you leave them on their own with nothing
to do.

 JSMX> On a side note, what are your favorite adventures and campaign ideas
 JSMX> (if there are campaigns, see #1 above)?  Are there any supplements
 JSMX> still around that I should consider buying?  All I have is the 2ed
 JSMX> sourcebook and a couple of modules.

I personally have enjoyed the modules dealing with the Secret Society Wars
leading up to the Crash of the Computer. Then the Post-Crash Paranoia has
been fun for awhile and West End has released their latest suppliment
dealing on how to maintain a Campaign in Paranoia and detailing Post-Reboot
Alpha where the computer is back with a vengence. Sorta. (He's limited in
the extent of his control and the players can either work for him or
against him.)

 JSMX> Failure to respond to this post is treason.

Are you happy friend citizen?

 JSMX> Thanks for your help, Jerry (Eye-R-DUM)

No problem. 
                                 ===Les===
                                Elm-R-Fud



 -- AEd V1.37/Eval

-- Via DLG Pro v0.992

======================================================================
E-Mail to:      | "Stimpy, sometimes your wealth of ignorance simply |
Les@lppl.mi.org |  astounds me." - Ren Hoek                          |
----------------+-----------------------------------------------------