Paranoia | Roleplaying |
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You're not allowed to know
This is one of my favourite RPGs, and the rulebooks are always a good laugh.
If you've never played it, you're missing out, unless you're a ruleplayer in which case you'll probably hate it. The premise is that you're a colour coded for clearance clone, running troubleshooting for a deranged Commie obsessed computer.
Don't run this game with too many players - you're likely to kill yourself laughing. This is the most hysterical RPG I've ever played, but is very exhausting. Paranoia lends itself to using multiple DMs; even better if they have no idea what's going on.
You can run games with no preparation, but it pays to have plenty of tricks up your sleeves, and I recommend putting some effort into some of the bizzare tricks you're going to pull on the players. Scenario books rarely get completed and I once spent an entire evening on one innocuous sentence in one scenario. On the fly improv is the key (pretend you're on Whose Line is it Anyway).
My personal favourite is the second edition rulebook which was published by Games Workshop in the UK. You can still get copies from time to time from second hand games dealers. My preference is to own copies of all editions (see below for why). I can also recommend the Paranoia novel Title Deleted for Security Reasons.
| Depth of Play | Excellent | A truly cunning and hilarious game |
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| Ease of Play | Excellent | Only the DM is allowed to know the rules |
| Production Quality | Very Good | 2nd Ed is better, really needs to be hardback |
| Rule Book | Excellent | An great read and a good laugh |
| Value for Money | Excellent | Only the DM is allowed to own the rules |
| Overall | Excellent | A milestone in roleplaying |