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So I have a tradition of running Paranoia every year around Halloween. Over the years I have ran this for many groups and countless players, successfully for the most part.
This year though, I decided to up my game and it really paid off, the players loved it.
So what changes did I make that made it better?
- More/better use of props.
- Included some videos and sound effects.
- Making everything count as in character.
- Incorporating a few key aspects to the mission.
Prop use explained.
So I have always used some of the questionnaire forms, and some colour coded snacks to set the scene, but this year I went all out on props.
- I got a bunch of cheap water pistols, painted them up to look like red laser pistols. Then I told my players, If they squirted someone I would consider that as them shooting them. (This lead to hilarious quick draw moments between players and PCs threatening each other at gunpoint regularly. I also got squirted many times while being NPCs they wanted to kill).
- I made PC name tags, and would punish anyone who used a player's name instead of PC's name. (Helped to keep everything in character)
- I printed and cut out the Mandatory Bonus Duty Badges, then explained what each role was for. I then made it very clear that the team leader gets to tell everyone else what to do. Finally I explained that whoever holds the badge has that role. (I then sat back and watched them murder each other just to get their hands on the team leader badge)
- Happiness & Super Happiness pills in appropriately labeled containers. (Super happiness pills were from R&D, made you 100% happy, fearless and a bit reckless)
- Made sure everyone wore red clothing, just for atmosphere.
Videos and sound effects.
- I pulled a few Paranoia themed videos off of Youtube to show the players while I was setting up. (Really helped to give them a sense of Alpha complex)
- Another Youtube video of Friend Computer's eye, just to remind them that Friend Computer is always watching. (Well when Friend Computer can be bothered with our lovely troubleshooters that is)
- Hours of cheesy elevator music to play in the background, turning it up louder if they are waiting for a response from Friend Computer.
- Sound effects. Lasers, explosions, door whooshing, generic sci-fi sounds etc.
Everything is in character.
This is pretty self explanatory , the name tags really helped. If they needed an extra nudge, Friend Computer would get suspicious of any troubleshooter that referred to people using their OOC/Commie names. (staying in character really does add a lot to the atmosphere for Paranoia)
Key moments in the mission.
There are some scenarios that I highly recommend working into your Paranoia games.
- A room where all the lights go off. This is the easiest way to get them using their mutant powers. The deniability the darkness brings allows for some very sneaky Troubleshooters.
- An area that is being changed to a higher clearance, with no way to head back the way they came. I like to do this with a bot repainting the corridor ahead of them and some way of blocking the path they came from. (this always seems to lead to inventive ways to get through the higher clearance. Such as killing a clone to use their blood to paint the floor red again)
- Somewhere that only two troubleshooters can fit at a time. This is the first time I have used this properly, and it is already my personal favourite scenario. The 2 person only lift! (This lead to about 6 hilarious murders, including one PC getting shot in the head the instant the doors closed with the shooter then taking his clothes, gear, MBD badge and identity).
- Upgrading anyone who is not Team leader to ORANGE clearance. Do this after pointing out that Team Leader is 100% in charge of the troubleshooter team. Then watch their brains struggle to work out who to follow. (Hilarity always ensues)
So this made for probably the most hilariously fun Paranoia game I have run, and I hope to keep improving every time.
Hopefully this helps you guys with some ideas.
If you have any more suggestions let me know.
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