Grenade explosion – one player dead. Reading a piece of paper – another player taken off to interrogation & termination. Then we started the Mission Briefing! Welcome to the world of Paranoia – where you can’t trust your own team-mates let alone anyone else in Alpha Complex. Certainly not the ‘The Computer’ that runs the supposed utopia!
Most of my gaming group got together yesterday. We haven’t had more than 5 players (out of 7) for a while, so have mostly been doing one off adventures with RPG’s that we mostly haven’t played before. All have a connection to a movie or TV series. Last month I ran a Battlestar Galactica session using the StarGate RPG (2021, based on D&D 5th edition); this time it was “Mission Improbable” using Paranioa (XP, 2004).
Paranoia is a skill based system, and everything works on a d20 roll. (No other dice used) While players have a “service group” (organisations that build/service/supply the Complex everything it needs) there are no classes as such. I looked at a bunch of “starter” adventures for Paranoia and discarded them as too complex, and/or too long for a one-shot where no-one really knew the game. I did grab a section each from two adventures and then wrote the rest of the session around that.
One of my players had played a long time ago, but it was new for the rest of us. I’d heard about it for decades, and have been wanting to try a game for a long time. Each of the four players chose a character based on service group – one of each of the 8 in the game. I explained skill rolls, basic equipment and quick run-down on Black/Red clearance colours. Then we went straight into the game. I’ve abbreviated Player names to a single letter with R (Red Clearance) and the clone number. Clearances are (in order lowest to highest) Infrared (Black) – Red – Orange – Yellow – Green – Blue – Indigo – Violet. (Players are all Red: S-R-1, A-R-1, G-R-1 and ZZZ-1.)
Game Summary: Everyone was called out by name to report to Briefing Room SPD-30-C12S to be given mission instructions. They found a dim room and a very upset person hiding under a counter. After trying to talk to HANS-O about his fears of being eaten by mutants and scrub-bots cleaning citizens he suddenly pulls out an activated grenade. Player S-R-1 was uncertain of what to do, the other three all ran for the door. The explosion vaporises HANS-O and kills S-R-1. Player ZZZ-1 notices that the room is actually SPD-30-C125. They eventually get to the correct location at the same time as S-R-2 (second clone). Inside, a brightly lit room has a small table with a printed sheet on it, a big screen, a long counter and a Blue guard. (I start sticking signs up around the gaming room) A-R-1 starts reading the page, while G-R-1 looks over his shoulder – but quickly declares “I’m not reading any more of this!” Green citizen COLE-G enters the room, and introduces himself, notices the paper on the table and sends the guard to get it for him. “Hmm… has anyone read this?” A-R-1 is arrested by guards and taken to Detention for interrogation after reading information above his Clearance. “Has anyone else read this?” (No, no!)
A message from the Computer is given that covers: the range of clearance colours; obedience to higher clearances being required; terrorists, mutants and secret societies are treasonous… Be happy! Serve the Computer! I then handed everyone the second page of their character sheet which lists their mutation, secret society, rumours and a secondary mission from either their Society or Service Group. I was disappointed that no-one mentioned out loud that they were a mutant/society member so that I could shoot them. It was only AFTER the game that (at least) one player realised that EVERYONE was both a Mutant and a member of a Secret Society – and thus a traitor right from the beginning!
A-R-2 arrives to join the Mission Briefing: Some-one has stolen a war-bot from Tech Services. Get it back undamaged, arrest or terminate the commie terrorists that stole it. Report first to PL&C for equipment and weapons, then R&D for mandatory testing of “extra-special equipment”.
They went to R&D first by mistake and had their requisition form refused, but selected an item each from the eight offered: ZZZ-1 took Rocket Boots, G-R-1 took a Tangle Spray (can immobilise multiple targets!), A-R-1 a Dynaknife (precision laser cutting tool), and S-R-1 got Poison Spray (Bio-poison in a line or cone!). Then back to PL&C (Production, Logistics & Commissary) where most took multiple barrels for their laser pistol (6 shots each), grenades, misc weapons, and odds and ends like a bull-horn, knives, gas masks, a mirror, snacks, first aid kit, and self-stick bandages.
Sector HTY where the bot has been tracked to: This turns out to be a mostly Orange clearance zone and there’s no sign of any disturbance or a large bot. No-one suggests entering the orange corridors (treason!) and they start making skills rolls to talk to other citizens, or search for data on terrorists or bots. They learn that neighbouring sector HSY had a group of low clearance citizens blocking a busy intersection with a large inactive bot, and a black maintenance tunnel that will get them there. On the way they hear odd noises from a storage room. Within are three red citizens with a bunch of pet-bots, one of which appears to have just been shot. G-R-1 and ZZZ-1 enter with S-R-2 and A-R-2 hanging back at the doorway. After curious and stilted conversation with the three who first claim that everything is fine, then to be fixing the pet-bots, one raises a laser pistol and shoots at ZZZ-1. The other two reveal a laser pistol and a crow-bar. S-R-1 rolls a malfunction with her laser but throws it into the room before it explodes, wounding the bot destroyers. After lots of descriptive combat misses, all three opponents are “Down” (unconscious) with minor wounds to the players. They report the three for treason and help themselves to the weapons. A-R-2 heals his fellow troubleshooters with mixed results.
At the intersection in HSY they find signs of damage on walls, and talk to anyone who will listen before finding two Black Power Service workers repairing wiring. They learn that a group got a large bot stuck in one corridor, then once freed went down another passage. At this point G-R-1 sights four black citizens with red masks approaching – three with large metal buckets, and one with a shoulder mounted cannon. An electrical burst from the cannon fries a security camera and G-R-1 uses his bull-horn to complain about destruction of property and demand they surrender. When they continue to advance yelling slogans like ” Doom to the Capitalist Oppressors”, he shoots them with his tangle Spray, wrapping the Gauss gun-wielder and two others in sticky threads. The fourth Communist throws his bucket at S-R-2 and she narrowly avoids being covered in bright pink paint. She responds by using her Poison Spray – the nozzle on the end of the device flies across the space and hits the first commie in the head. The poison gas within the device comes out uncontrolled in a cloud surrounding S-R-2. She and the others near her manage to hold their breaths and/or get gas masks on without suffering ill effects. ZZZ-1 starts to think that he doesn’t want to try out his Rocket Boots. The last attacker draws a Blaster, and is then dropped by everyone else. A-R-2 uses his Dynaknife to cut the Gauus gun free. G-R-2 tries to repair the camera, but makes it worse. They’d like to hold on to the Gauss gun and Blasters. They call for security, reporting the Communists. G-R-1 reports ZZZ-1 for holding onto the Gauss Gun (it’s above his clearance) and ZZZ-1 is arrested with the Communists. A-R-2 accuses G-R-2 of treason (property destruction) to The Computer. G-R-1 responds that surveillance will show that he didn’t damage the camera, but was trying to repair it. The Computer vaporises A-R-2 for treason – falsely accusing a citizen of treason!
ZZZ-2 and A-R-3 joins them as the group reach SDA-GD-3 which is a huge vault door flanked by Blue guard-posts. A large ovoid bot on treads (with armour plating and turrets) is moving slowly towards the door while red and black citizens trade laser shots with Blue guardsmen. A number of bodies lie on the ground unmoving. The terrorists are directed by an orange citizen. G-R-1 uses his bull-horn to tell the attackers to stop. They instead scatter to engage both the guards and the PC’s. Orange yells at one of the Red’s to “Send the bot at the new guys”. Most of the PC’s seek cover from boxes, doorways, or corners and start shooting anyone they can see. The bot reverses and start firing lasers everywhere – even against the surprised terrorists. G-R-1 sticks his tangler spray to a grenade and throws it. The range is extreme, but by adding in all his “Perversity” points* he gets +8 on his roll. A-R-3 grants him a +2 with his points. The roll is very good, and the grenade slides right where it was aimed. It immobilise one target and ‘Maims’ a few more, with light damage to the war-bot. (Comments on “undamaged bot” are made.) A-R-3 convinces ZZZ-2 to try a Combat-Quick tablet (Experimental drug) which boosts his “violence” skills and doubles his attacks. With him firing twice at the terrorists and the wounded guards getting a few hits, the remaining terrorists are all downed. The bot launches a thick white mist around itself that also hides Orange from view. ZZZ-2 changes laser barrels, struggling not to simply shoot anyone still standing. (Drug side-effect) When the mist starts to clear, the bot fires lasers again, not doing much more than a Snafu to anyone, and ZZZ-2 takes down Orange. A-R-3 had hid in a side passage, waiting for the bot to get closer, then jumps onto it and tries to shut it down. G-R-1 reaches him as S-R-2 moves up. G-R-2 is useless with Bot Programming but uses his skill at ‘Make a device go beep’ to lock the bot’s systems up, emitting continuous beeps. S-R-2 joins them and with a lucky roll shuts the bot off. They report recovery of the bot and let the wounded guardsmen take custody of unconscious terrorists.
They get the bot moving with them and take it to Tech Services. Here they are asked what happened and after some confusion on both sides, learn that they have returned a slightly damaged Hazardous HD Cleaning-bot. The War-bot put in for maintenance wasn’t stolen – it had been moved to a side room while someone was assessing it. A new tech recruit realised a bot was missing and panicked thinking they took the War-bot. The PC’s return their assigned weapons, take back the R&D gear – with some fined for not returning anything, and one for not testing it. Then its debriefing… a brief, uncomfortable one-on-one with the Computer involving a form-fitting chair, a metal cap and electrodes. Back together in the original briefing Room they are asked similar questions about being happy, being effective on the team, was equipment adequate… and then dismissed. The Computer is happy in that the mission was successful. The Warbot has been found and returned in the same condition that it first arrived at Tech Services and the traitor’s responsible were arrested or terminated!
Perversity: Players get points for keeping the game moving, announcing fun actions, or doing something entertaining to the GM and/or other players. You can then use them to add/subtract from your or other players rolls.
The system encourages quick decision and keeping things happening. The only point play slowed down was when the PC’s tried to decide how to spend the credits assigned for the mission on equipment. The whole session probably ran for 3½ hours, not counting the break for dinner in the middle. It’s quite normal for us to spend 5 hours on an RPG and get much less accomplished. It didn’t hurt calling an earlier finish to the night than usual, and I know if/when we play Paranoia again, I could include more in the adventure. We all had a great time, and the group is happy to do it again.
Errata: Over the week since playing, I have written two adventure overviews for future Paranoia: “Logan’s Fun” and “The Younger Games”. Anyone should get where that second idea is from, but you’re showing your age if you know the first one!