Post by Gilvan Blight on Apr 17, 2008 8:39:45 GMT -5
Quickly: "what's your security clearance friend citizen?"
[glow=blue,2,300]Summary:[/glow]This is the latest and greatest edition of the classic RPG Paranoia. This is technically the 4th version of the game and it goes back to it's classic roots with this updated edition. In Paranoia you are aloyal Troubleshooter working for The Computer to root out Commie Mutant Traitor Scum and make Alpha Complex A Safer Place. What's interesting is that [Remainder of paragraph classified for citizens of your security clearance]
The first part of the book is for the players and Troubleshooters to use and mainly deals with how Alpha Complex works and how to make your first Character, your Prime Clone. In Paranoia you have a family of 6 clones, this is because [Classified]. Now doesn't that sound like fun, friend citizen? The most interesting part is that everyone else is [Classified] meaning that [I'm sorry that information is above your security clearance].
The Rules [are way beyond your security clearance friend citizen, asking about the way things work one more time will require extensive pharmacological treatment. Have a nice day!] Which is a huge change from previous editions, going back toward the golden days of [deleted for your safety, thank the Computer].
A new Perversity point system has been introduced this replaces [Knowledge of past reckoning culture is Treason]. Players are awarded these points by the GM for good and entertaining play and can use them to [That information is available at your security clearance, but due to a recent sabotage attempt by Commie Mutant Traitor Scum is unavailable at this time. Thank you for your patience].
[glow=green,2,300]The Good:[/glow]Mongoose did a great job of bringing the original feel of Paranoia back to the game. Gone are the days of "The Crash" and back are the days of Giant Radiative Mutant Cockroaches. The book is as amusing to read as ever. What is most interesting is they broke the game down into three different Genres or styles of play. These genres actually influence how the rules work as well as thedeadliness survivability difficulty of the missions the players will undertake. There is ZAP play which most people who played with me in the old days will know. Where the penalty for Treason is instant death in a daze of laser blasts most coming from your own party members. Fast furious and never getting past R&D are pretty much the trademarks of Zap. Next is Classic, this is similar to Zap but with more roleplaying and less zapping. In this genre players need to have evidence and prove that someone is a Traitor before blasting each other away. This usually plays more like a spy game with everyone having something on someone else. Actually getting the mission done, and trying to stab the other players in the back and taking the credit are the staples of this genre. The last is Straight. In this style of play the game plays more like a Horror game. Zapping someone without detailed evidence is a good way to get your entire line of clones wiped out. Paranoia, dark secrets and crippling fear at the staples of this genre. The new Perversion point system is a great addition to the game system. The fact they included a mission in the back of the book, that makes me very happy, especially with a unique game like Paranoia a sample adventure is always good to see. This system also has some of the best GMing tips I have ever read. Playing a classic game where groups actually get to the Missing Debriefing sounds like a lot of fun.
[glow=yellow,2,300]The Bad:[/glow]The perversion point system is a great addition, but does require some form of in game currency. Most people actually have Poker Chips and this works perfect, unfortunately I don't. A lot more note passing is to be expected in these revised rules, this means the GM could end up spending a bit too long reading notes and not running the game. The suggestion to use PC/Laptop and an IM system is great, but who has a group where everyone has a laptop.
[glow=red,2,300]The Ugly:[/glow]The rules are too complex. As it's totally against the system to discuss the rules, I won't mention any details. But the Ultraviolet GM section is way more complex then it has to be. There are too many charts and too many details for a system that is supposed to play fast and furious. The damage system is the worst offender.
[glow=purple,2,300]Overall:[/glow]I'm impressed by this re-issue of the classic game. There are some welcome additions like the Perversity point system and player tics. Unfortunately the Rules bog the system down quite a bit and are just too detailed for what should be a rules light system. Of course in the spirit of the game you could just ignore all of them, but then what would have been the point of buying a Rulebook. This would be great for any GM looking to get into the Game as it's a much better edition then other recent revisions. It goes back to the roots and that's a good thing. Personally I still own 1st edition, and if the book hadn't fallen apart (damn you PLC) I would just stick with that version, as my book died, If I ever run Paranoia again it will be this latest edition.
[glow=blue,2,300]Summary:[/glow]This is the latest and greatest edition of the classic RPG Paranoia. This is technically the 4th version of the game and it goes back to it's classic roots with this updated edition. In Paranoia you are a
The first part of the book is for the players and Troubleshooters to use and mainly deals with how Alpha Complex works and how to make your first Character, your Prime Clone. In Paranoia you have a family of 6 clones, this is because [Classified]. Now doesn't that sound like fun, friend citizen? The most interesting part is that everyone else is [Classified] meaning that [I'm sorry that information is above your security clearance].
The Rules [are way beyond your security clearance friend citizen, asking about the way things work one more time will require extensive pharmacological treatment. Have a nice day!] Which is a huge change from previous editions, going back toward the golden days of [deleted for your safety, thank the Computer].
A new Perversity point system has been introduced this replaces [Knowledge of past reckoning culture is Treason]. Players are awarded these points by the GM for good and entertaining play and can use them to [That information is available at your security clearance, but due to a recent sabotage attempt by Commie Mutant Traitor Scum is unavailable at this time. Thank you for your patience].
[glow=green,2,300]The Good:[/glow]Mongoose did a great job of bringing the original feel of Paranoia back to the game. Gone are the days of "The Crash" and back are the days of Giant Radiative Mutant Cockroaches. The book is as amusing to read as ever. What is most interesting is they broke the game down into three different Genres or styles of play. These genres actually influence how the rules work as well as the
[glow=yellow,2,300]The Bad:[/glow]The perversion point system is a great addition, but does require some form of in game currency. Most people actually have Poker Chips and this works perfect, unfortunately I don't. A lot more note passing is to be expected in these revised rules, this means the GM could end up spending a bit too long reading notes and not running the game. The suggestion to use PC/Laptop and an IM system is great, but who has a group where everyone has a laptop.
[glow=red,2,300]The Ugly:[/glow]The rules are too complex. As it's totally against the system to discuss the rules, I won't mention any details. But the Ultraviolet GM section is way more complex then it has to be. There are too many charts and too many details for a system that is supposed to play fast and furious. The damage system is the worst offender.
[glow=purple,2,300]Overall:[/glow]I'm impressed by this re-issue of the classic game. There are some welcome additions like the Perversity point system and player tics. Unfortunately the Rules bog the system down quite a bit and are just too detailed for what should be a rules light system. Of course in the spirit of the game you could just ignore all of them, but then what would have been the point of buying a Rulebook. This would be great for any GM looking to get into the Game as it's a much better edition then other recent revisions. It goes back to the roots and that's a good thing. Personally I still own 1st edition, and if the book hadn't fallen apart (damn you PLC) I would just stick with that version, as my book died, If I ever run Paranoia again it will be this latest edition.