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Information
RPG
Genre
Setting
Series
Series Code
 
Category
Mechanic
Designer
Artist
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Year Published
1984
Primary Name
Paranoia
Alternate Names
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ObjectID: 44031
Versions
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Games Workshop Hardcover Version
Year: 1986
Hard Cover
Product Code: 010397
ISBN-10: 1869893018
160 pages
Size: 8.25 x 11.60 inches
English
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French Version
Year: 1986
Box Set
144 pages
Size: Letter
French
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Box Set
Year: 1984
Box Set
Product Code: 12001
Size: 8.75 x 11.25 inches
English
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Description Edit | History

"Stay Alert! Trust no one! Keep your laser handy!"

"Greetings Citizen!"

Paranoia is the RPG that turned RPGs on their head. Instead of players co-operating on their adventures, in Paranoia they actively betray, lie, cheat and kill each other numerous times...accidently of course. The main aim of the game is comedy.

The game is set in a post-nuclear holocaust future of domed cities run by mega-computers. The players are Troubleshooters, clones with five other siblings who quickly step in when they are killed (nobody last very long in Paranoia). The PCs and NPCs live in an extremely strict colour coded hierarchy of Security Clearance, with Infra-Red submissive to Orange, which answers to Yellow and so on. Everybody, and I mean everybody, is insanely paranoid. The slightest mistake, the merest hint of treachery, could mean immediate execution. Because inside the dome, nobody knows that the war with the Commies was over centuries ago.

Players are subjected to constant propoganda 'The Computer Is Your Friend', encouraged to inform on their colleagues in special recording booths (which often broadcast the message by mistake), are given strange equipment without proper instructions, take pills, hide their secret allegiances and mutations and generally desperately try to survive.

The adventures are hopeless, ill-informed, pointless and suicidal missions which open with a briefing and end with a de-briefing, a golden opportunity to grass up the other players with highly subjective reports.

Being promoted to Orange Clearance gives a player enormous control over the others. Defying an order is Treason = immediate execution.

The GM is directly encouraged to kill PCs on any whim. PCs should be accused of Treason constantly, kept in ignorance and fear and generally shouted at and trampled on at all times (it's okay, they love it). To quote the rules "Ignorance. Fear. Fear and ignornace. Dedicate yourself to these principles." As it says on the back cover, Catch-22 meets 1984!

First edition is a box set and contains mostly GM information; players are not encouraged to buy the rules or read the source material. In first edition there are a lot of rules, and the game is under West End Games d6 system, but you can mostly ignore them and run the game how you like. The GM can simply roll a bunch of dice behind a screen and say whatever they want anyway. All part of the paranoia. It's worth reading the book to immerse yourself in the theme and setting. There are lots of good catch phrases and tricks to pull on players.

The game really suits experienced RPG players. New players will not enjoy the game so much without the comparison to a normal RPG.

THE COMPUTER IS YOUR FRIEND!

Citizen, you are not authorized to read this. Please report to the nearest termination center. Thank you.

More Information Edit | History

Table of Contents

Books

  • A 24 page Player Handbook with sections on role-playing, the setting, game concepts, character creation, bookkeeping, computer missions, dramatic tactical movement and combat, etiquette, and a solitaire adventure. Also includes charts and tables and a character sheet.
  • A 64 page Gamemaster Handbook with sections on the world of Paranoia, attributes, skills, combat, non-combat perils, mutant powers, secret societies, bookkeeping, and gamemastering. Also includes charts and tables and a gamemaster record form.
  • 52 page Adventure Handbook with sections on equipment, vehicles, and an adventure: Destination: CBI Sector.

Maps

  • The non-stapled removable cover of the Adventure Handbook includes maps for the adventure.

Other Goodies

  • 2 inked D20 dice.
  • A West End Games mailing list postcard.
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Linked Items Relationship: Periodical Articles | Podcast Episodes
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Pg. 31
The All New Computer Horror Real Action Show

A monstrous scenario for Paranoia by Robert Lyn Davies.

Edit
Pg. 29
Aussie Complex: Paranoia Societies From Down Under

Paranoia Down Under is filled with new secret societies and therefore new ways to be found guilty of treasonous

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Pg. 6
Christmas Cheer

A festive adventure for Paranoia.

Edit
Pg. 23
Experimental Devices for Paranoia

Dangerous equipment and weapons.

Edit
Pg. 12
Featured Review: Paranoia

West End Games' humorous science fiction role-playing game.

Edit
Pg. 13
Fluffynoia (Or the Bark is mightier than the Byte): A Canine Caper for Paranoia

Not even a fuzzy white dog is safe from the clutches of fanatics in this Paranoia Scenario.

Edit
Pg. 26
Game Reviews - Paranoia

4 stars.

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Pg. 28
Games Reviews

Reviews of Star Trek the Role Playing Game, Paranoia, and Hammer's Slammers.

Edit
Pg. 22
It's a Long Way to TIPPER-R-ARY

Getting from A to B in Paranoia's Alpha Complex. Discusses various transport methods. This article is printed

Edit
Pg. 20
Mastering the Game: Paranoia

Advice for referees.

Edit
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