Paranoia (role-playing game)
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Paranoia is a humorous role-playing game set in a dystopian future similar to 1984, Brazil, Brave New World, the "downunder" civilization of A Boy and His Dog, and especially Logan's Run; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy. The game is set in Alpha Complex, an immense and futuristic domed or underground city (GM's decision) controlled by The Computer, a schizophrenic civil service AI. The Computer has made happiness mandatory. Failure to be happy is punishable by summary execution.
The Computer fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, secret societies and of course communists. Ironically, Alpha Complex is inhabited solely by mutant secret society members. To deal with these threats, The Computer employs Troubleshooters, whose job is to find trouble and then shoot it. These are usually the player characters (PCs) (although later game supplements offered other roles for player characters, such as robots or Blue IntSec troopers), and they are invariably traitors of the very sort feared by The Computer. The PCs are given incomprehensible or self-contradicting mission goals, faulty or experimental futuristic gizmos as equipment, and sent off to their (usually humorous) deaths.
The Troubleshooter's credo is, "Stay Alert! Trust No One! Keep Your Laser Handy!"
The Computer's credo is, "Trust The Computer. The Computer is Your Friend."
The Basics
In most scenarios, each player character is in fact a mutant, commie and/or secret society member, and is given a hidden agenda separate from the group's goals, often involving swindling or killing teammates. Hence the name, Paranoia. Therefore, Troubleshooter missions invariably turn into a constant comedy of errors as everyone on the team seeks to double-cross the others while keeping their own secrets. The game encourages an air of suspicion between the players, offering several tips on how to make Paranoia as paranoid an experience as possible. If the lasers come out before the players are out of the briefing room, the game is on the right track.
Since every character comes in a six-pack of clones, death is less of an issue than in most RPGs, allowing Troubleshooters to be routinely killed (either deliberately or accidentally); instead of leaving the game, the player simply portrays the next member of the clone family, who is assigned to continue the mission. This easy spending of lives tends to frequent firefights, gruesome slapstick, and frequent horrible and humorous demise. The term 'six-pack' is intentional, and is allegedly part of game design, where each player is given a six-pack of beer to represent his remaining clones.
Intended as a spoof on other RPGs, the Paranoia rulebook is unique in a number of ways. For example, in earlier versions of Paranoia, the entire chapter on rules is labeled 'optional', and player knowledge of the rules is treasonous (treason, of course, being punishable by summary execution). Most of the rulebook is written in an easy, conversational tone that scoffs at how screwed the players are and frequently takes potshots at other notable RPGs. It also had outrageous mechanics--such as the 'Falling From Great Heights' table, which would start with a five-foot fall and end in a category labeled 'Orbital' (which has actually been used in official supplements).
Equipment includes futuristic weapons such as tangler guns and plasma rifles, but also Heisenberg uncertainty projectors, personal force shields working on a fusion reactor kept stable by a hand crank, robots with obnoxious personalities, and small boxes with a load of different buttons, dials and LEDs (the manual for which is not available at your security clearance).
Mutations include abilities such as invisibility or pyrokinesis, ranging to more exotic ones such as a constantly runny nose or machine empathy (the latter being the only mutation which, upon discovery, will always result in termination). It is rumored that mutations are the result of cloning humans into six-packs. Spreading or creating rumors, though, is considered treason, and the penalty for treason has already been mentioned.
Security Clearances
The security clearance system in Alpha Complex is based on colors of the visible spectrum, plus an extra two beyond it. Every citizen starts off with Security Clearance INFRARED (or black). A lucky and trusted few rise to the lofty heights of ULTRAVIOLET (or white) Clearance.
Almost everything in Alpha Complex carries a security clearance - for example, corridors are colour-coded. Most information is never "available at your clearance". Food and equipment are also restricted (for example, TacNukes are only available to Ultraviolets, as are Salt and Vinegar algae chips). Failure to comply with security clearances is treason.
INFRARED: Most (80%) of the population is Infrared. Every player starts off at this level, though they will happily forget it. Infrareds are permanently in a drugged-up stupor. They never receive real food - instead they are fed FunFoods made from processed algae. These foods come in a variety of unappetizing textures, and all taste pretty much awful. All other citizens hold Infrareds in complete contempt (Infrareds, for the most part, are too zonked out on mandatory happiness medication to care).
RED: Not much higher than INFRAREDs, except they aren't drugged up and occasionally get real food. They are awarded a real apple with their promotion (usually after turning in a traitor companion), though this is mostly an incentive to strive further (and die a lot). Troubleshooters start at Red clearance. Reds sometimes get to drink BouncyBubbleBeverage, and can also eat Soylent Red and REDiMeals.
ORANGE: Oranges are still at a relatively low level, but "can coerce the occasional Infrared". They are the lowest clearance that get any free time. Fed ORANGEyouGladMeals, Soylent Orange, and unlimited BouncyBubbleBeverage.
YELLOW: Yellows are fed FunFoods, Soylent Yellow, and MelloYELLOWMeals. At this clearance citizens get their own room, which is under constant surveillance. Yellows can travel by Transtube and Autocar Hack. They are also allowed their own schedule and have some authority. Most Yellows obtain staff through threats.
GREEN: Greens are fed real food (along with GREENGood and various Soylents). They are the lowest level which have any decent status (lower citizens engage in "spontaneous bootlicking" - that is, "not at laser point"). Greens can hand out fines and demote Red citizens. NOTE: There is an unofficial class barrier between Yellow and Green. Infrared through Yellow are more or less the 'lower class'. Green clearence is when a citizen can start getting respect, even when not currently aiming a large weapon.
BLUE: Blues are always fed real food. They are also allowed to have a private suite, autocar and full staff. Citizens at this level get a quality of life rarely seen by Infrareds. Blues can demote anyone lower than them and their underlings must grovel. They also have compulsory life-saving and a real private life.
INDIGO: Indigos are fed gourmet food, and have a "lovely big corridor". Their autocars now come with a Chauffeur. They can promote and demote most citizens (not that they often see them). Indigos can always skip queues and secure tables. They even have Vidshows about them. Indigos are sometimes allowed to research into Old Reckoning.
VIOLET: Violets have their own Subsector of Alpha Complex, and have a full motorcade, complete with escort, at their disposal. Violets can promote and demote almost everyone, and can also order executions and clone template erasures. Perks (as in Service Pack One) include: "You see this sector? It's yours. You don't go to managers, they come to you. You can freely say almost anything short of outright Commie propaganda. 'Internal Security? Oh, you mean my staff police.'"
ULTRAVIOLET: If there is anything they cannot have, it not only doesn't exist, it probably can't. The illustrious High Programmers are at this level.
Secret Societies
Secret Societies tend to be based on sketchy and spurious knowledge of pre-apocalyptic matters. In previous editions they included societies such as the Seal Club (that worships animals but is unsure what an animal actually looks like), the Knights of the Circular Object, the Trekkies and the First Church of Christ Computer Programmer. And of course, Communists, who tend to speak in Slavic accents, wear furry hats, and eat borscht. This being Paranoia, a lot of secret societies have spies or double agents in each other's organization.
Of special notice is the secret society known as the Wobblies. The Computer was worried about this society, and sent a pack of troubleshooters to investigate. Since the society didn't actually exist, the Troubleshooters found nothing to report, and were terminated for laziness and insubordination. After a couple of Troubleshooter groups were thus disposed of, a newly sent group got smart and founded the society themselves in order to have something to report on. Since then, a number of other secret societies have sent spies to join the Wobblies, and the end result is a group that consists entirely of spies for other groups.
Paranoia XP (and The Traitors Manual) book include the following societies:
- Anti-Mutants: A hate group secretly assaulting mutants and anyone who crosses them when they can get away with it. "He was a mutant! ...Yeah, that's the ticket!" They are also suspected as being mutants.
- Communists: Real Communism was as dead as disco before the Computer was even programmed. This secret society was formed because, if the Computer hates Communism so much, then there must be something to it. Their knowledge of historical Communism is spotty at best, leading to many Alpha Complex Commies carrying pictures of Groucho Marx and listening to the 'revoloutionary' songs of John Lennon
- Computer Phreaks: Composed of Hackers, Crackers, computer geeks, and computer game addicts; The Computer Phreaks practice programming in secret--and try to show off how very l33t they are. Sometimes goodies come their way, but one little mistake made and... it was fun while it lasted.
- Corpore Metal: CorpMet believes that humans are inferior and outdated. Machines are the wave of the future. CorpMets are obsessed with attaining the perfection of 'bothood', going as far as intentional self-maiming to obtain cybernetic replacements. This secret society, unsurprisingly, also has a large number of rogue bot members.
- Death Leopard: Their motto would be, "live fast, die young, and leave a beautiful set of 6 corpses." Death Leopard is into loud music, explosions, and parties. They are not so much a coherent secret society, as a number of gangs. There are frequent wars within the society, but they will usually band together to deal with outside threats--if only to get back to settling their turf wars in peace. Death Leopard parties can also leave more destruction in their wake than a Communist bomb.
- First Church of Christ Computer Programmer (FCC-CP): They believe that the Computer is God. They have their own hymns, services, and worship and obey the Computer much more than your average Alpha Complex citizen. While secret society membership is still against the law, the FCC-CP is kind of ignored; or at least, given a punitive slap-on-the-wrist. No. The real danger here comes from those other sects within the FCC-CP. You know, the ones with the radical, heretical beliefs? They are not at all sane and correct, like the branch you belong to.
- Frankenstein Destroyers: Luddite in faction, this society believes that robots are the cause of all mankind's problems; and the best way to solve these problems is with a blunt instrument. Solving them down to little bits. They are mostly made up of citizens whom were wronged or harmed by rogue bots--and there are a surprising number of those.
- Free Enterprise: "Buy, sell, trade." "Keep the credits flowing." Free Enterprise is all about the money. A pseudo-mafia organization, they pretty much run the Black Market--erm, Infrared Market--in Alpha Complex. Do you need something that's past your security clearance? A weapon? Easy. Drugs? You got it. Want your annoying supervisor bumped off? Just find the right guy for the right price. And, you will pay, or you'll get a midnight visit from a large clone with a name like Guido ...and his associates.
- Humanists: The Humanists are aware of just how flawed Alpha Complex is ...at least to some degree. They realize the Computer is bonkers, and strive to make Alpha Complex a better place for people. They do this by making hidden backdoor codes in the computer, reprogramming frankenstein bots to serve humanity, and planning for the day when they rise up and restore power to the people. That day is just around the corner; and has been for centuries. They just never seem to get much done, as the society is bogged down by process, meetings, and committees.
- Illuminati: There is no Illuminati. You are imagining things. They do not exist. And if they did exist, they certainly wouldn't be a shadowy, secretive organization whose goals and means are so secretive, even troubleshooters who were a part of it wouldn't know what their assigned tasks were meant to accomplish. No. That would be wrong. There is no Illuminati. Go continue reading, there is nothing of importance in this paragraph. Fnord.
- Mystics: Supposedly founded by those seeking enlightment. After centuries of Alpha Complex's unique influence, the Mystics are, more or less, not so much a secret society, as a like-minded collective of individuals who enjoy the comptemplative oneness of the soul, and deep spiritual discovery. Translation? They like to smoke strange things, take lots of brightly colored pills, and watch the pretty colors, man.
- Pro Tech: Gadgets, gizmos and toys! Flashing LED displays, lots of buttons, and the hum of electronics are what make Pro-Tech members smile. But their tendency to steal technology above their clearance makes them traitors. That, and the fact that the occasional Pro-Tech secret project occasionally goes wrong, and blows up a residential block.
- Psion: They believe mutants are the wave of the future. Mutants are surperior to normal clones, and thus, should lead. Psion is a powerful, but hunted organization made up of mutants fighting the system. And, they might actually have a chance, if not for the 'mutants are evil' campaign citizens are thoroughly brainwashed with on an almost daily basis. That, and their war with the Anti-Mutant society keeps Psion in the shadows.
- PURGE: PURGE is scary. PURGE is out to wipe out the computer, and its loyal lackies at any cost. They plant bombs. They destroy factories. They are as close to a terrorist organization as Alpha Complex has, along with the Communists. The fact that no matter how many people they kill, that the Computer is still as strong as ever does nothing to phase them. They stockpile weapons waiting for their opportunities to strike. Death to the digital dictator!
- Romantics: Enticed by the forbidden lore of the 'Old Reckoning,' or the days before Alpha Complex and the Computer, the Romantics scavange what details about the past they can. However, due to the suppression of this information, their information is rather flawed, and different sects focus on different aspects of the past.
- Sierra Club: The computer restricts leaving Alpha Complex to green clearance and above, and then otherwise only for good reasons. So, aside from Troubleshooters who may be sent into the great outdoors, almost no one in Alpha Complex has seen so much as a blade of grass. This great mystique has led to the formation of the Sierra Club, devoted to sneaking out. Some want to escape forever, others try to bring the wonders of nature to the less fortunate inside.
Publications
Four editions of Paranoia exist:
- 1st edition (ISBN 1869893) - written by Greg Costikyan, Dan Gelber, and Eric Goldberg - published in 1984 by West End Games. In 1985, this edition of Paranoia won the Origins Award for Best Roleplaying Rules of 1984.
- 2nd edition - written by Greg Costikyan, Dan Gelber, Eric Goldberg, Ken Rolston, and Paul Murphy - published in 1989 by West End Games.
- "Fifth Edition" - published in 1995 by West End Games. It has since been declared an "un-product" (cf."unperson") by the current writers, due to its being generally hated by players. Almost none of the original production staff were involved, and the books in this line focused less on the dark humor and oppressive nature of Alpha, and more on cheap pop culture spoofs, such as a Vampire:The Masquerade parody, which also included parodies of Mortal Kombat characters. (Due to the fact that the publisher -White Wolf Games- put out a Pen & Paper version of Mortal Kombat.)
- "Paranoia XP" - written by Allen Varney, Aaron Allston, Paul Baldowski, Beth Fischi, Dan Curtis Johnson and Greg Costikyan - published in 2004 by Mongoose Publishing. In 2005, Microsoft requested that the XP be removed. As such, the name was shortened to just Paranoia.
Related publications
- The Bot Abusers Manual
- Crash Course Manual
- Crash Priority
- Creatures of the Night Cycle (a pointed spoof of )
- Criminal Histories
- Death, Lies, and Vidtape
- Don't Take Your Laser to Town
- Extreme Paranoia
- Gamma-Lot
- Mad Mechs
- The Mutant Experience
- Paramilitary
- Paranormal / CTV
- Service, Service!
- STUFF
- The R&D Catalog
- The Iceman Returneth
- The Yellow Clearance Black Box Blues
- The Traitors Manual
- The Underplex
- Vulture Warriors of Dimension X
- WMD
- and many more...
Novelisations
Paranoia-related software
Originally being a "pen-and-paper" game, Paranoia has since evolved into a game played over the internet. A program specifically created for playing Paranoia in such a way, "JParanoia", has been released and can be downloaded from [Paranoia Live].
Paranoia was also made into a video game called The Paranoia Complex released in 1989 by Magic Bytes. It was available for Amiga, Amstrad CPC and the Commodore 64.
Finally, a Paranoia-themed piece of "choose-your-own-adventure" hyperfiction was published in issue #77 of SpaceGamer/FantasyGamer magazine in the late '80s. Since then, various unauthorised automated versions of the story (a Troubleshooter's assignment to undermine the subversive activity known as Christmas) have been circulating through mainframes and PCs, with machine-independent ports to C, Python and Inform as well as to AGT and for Applix, CP/M and the Cybiko.
External links
- [Mongoose Publishing's Paranoia Homepage]
- [Paranoia XP Design Blog] A blog where the designers post information about upcoming supplements and discussions of Paranoia-esque occurences in the real world. The blog archives contain many of the rules which were incorporated into the 2004 edition of Paranoia.
- [Paranoia Live] One of the largest and most active Paranoia fansites, home of the "JParanoia" application for Internet-based Paranoia gameplay.
- [CRD Sector]
- [Omega Complex]
- http://dmoz.org/Games/Roleplaying/Genres/Science_Fiction/Paranoia/
- [Paranoia hyperfiction]
- [Paranoia LIVE!] (Megacon Paranoia LARP)
- [Barrok's Tower] An RPG community specializing in free supplements, assistance for world & campaign builders, play by post games, resources and more. Barrok regularly hosts one off Paranoia games.
- [Paranoia MUD]
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