From: gt9405b@prism.gatech.EDU (Lord Goodgulf the Ma-a-a-agical Wizard)
Newsgroups: rec.games.frp
Subject: Re: WANTED: 1st Edition Paranoia (and discussion)
Date: 30 Aug 92 19:18:36 GMT
Organization: Georgia Institute of Technology

In article <1992Aug30.040032.18002@pdnfido.fidonet.org> breaker@pdnfido.fidonet.org (Guy Sisalli) writes:
>My players are a bit wierd. They just shoot each other and don't stop. I had to
>end our last session by closing the book, and telling them to forget about it
>(face it, when players start bickering over nothing, it's time to quit). I was
>wondering about a few things(2nd edition)...Linefed for your protection
>   (Hit n now!))
>
>When a character dies, does his next clone get full power?
    They do in my games.  Basically, when a clone dies, the player sits out
anywhere from 5 seconds to 2 minutes (depending on how far the replacement clone
has to travel) until the next arrives.  The new clone has everything the old had
that was equipment given out by the computer.

>I am having a terrible time building up a paranoid atmophere. Someone on the
>net gave me a few tips on actualy getting my players to ROLE PLAY(wow.), I 
>ended up calling in a few of my older, more experienced role playing buddies,
>now they know how it's done). The problem is that they don't make any effort to
>hide who they're after, and they...they...they face every threat of alpha
>complex with a...a-...assurance[GASP!] I know, I know, I'm a disgrace to GM's
>everywhere, but... I was led astray...yes! astray! It was...Kile-O-SHT-4, 
>Wow-G-FUN-3, Pick-O-LOW-1...
>Seriously, any tips for stubborn players who won't get the message? I'm
>considering banning a player already(he trades real identities with everyone 
>and constantly debates with me(yeah, he gets killed alot for it, but he is
>almost ANTI-paranoid!)
    Well, I would talk to that player and explain to him that what he's doing
is not adding to the atmosphere that you're trying to create.  If he doesn't
find that atmosphere fun (Treason!) then perchance he doesn't want to play.
On setting up the atmosphere, I'll list some things to do and hope that some
of them are new.  First off, have everything malfunction.  I mean everything.
No matter how simple and fail proof it is, it can break down.  Hair clips
(Why citizen, would you mind explaining how your hair became such a mess?)
to saftey pins to green level laser barrels should all fall apart at the exact
worst moment.
    Also (sorry about the wierd paragraph seperations around here), try to
have some sort of sneaky plot from the Secret Societies for the characters to
get caught up in, even if it's just periphery.  Nothing keeps you paranoid
like knowing your strings are being pulled.
    Lastly, make the Computer inconsistent.  Not too much so, and always to
the characters detriment.  Sometimes, the Computer just can't be swayed by
logic, even if the character is right.
    Keep these spaced out about every 2 to 5 minutes, along with anything else
you can think of, to keep your troubleshooters off balance.  And remind the
players that even though they may not care about specific clones, the clones
sure do and should act accordingly.
                                Lord Goodgulf the Wizard

-- 
Lynn Richard Akers
"Before I became Vice President, I couldn't even spell potatoe-head.  Now I are
 one."      - Things Quayle never said......but could have 
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