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heh, awesome! But...I own everything already
 
I always take it as a kind favor when posts that mention Bundle of Holding offers link to the offer: Tribe 8 Bundle

I thought I got all the metaplot adventures. Which ones did I miss?
Children of Prophecy Cycle is…
  • Enemy of my Enemy (in Weaver’s Screen)
  • Children of Lilith
  • Trial by Fire
Conquest Cycle is…
  • Warrior Unbound
  • Broken Pact
  • Vimary Burns
  • Revanche
  • Liberation
So the Bold/Italicized are ones you missed. Looks like 4 of them.

From what I understand, the Word Books are interstitial releases and non-metaplot.
 
Children of Prophecy Cycle is…
  • Enemy of my Enemy (in Weaver’s Screen)
  • Children of Lilith
  • Trial by Fire
Conquest Cycle is…
  • Warrior Unbound
  • Broken Pact
  • Vimary Burns
  • Revanche
  • Liberation
So the Bold/Italicized are ones you missed. Looks like 4 of them.

From what I understand, the Word Books are interstitial releases and non-metaplot.
Thanks. The Weaver's Screen is included in the core rulebook's slot in the offer. I'll see about getting the other three books from Dream Pod 9, but I won't promise anything.
 
Thanks. The Weaver's Screen is included in the core rulebook's slot in the offer. I'll see about getting the other three books from Dream Pod 9, but I won't promise anything.
Take those three, add in Book of Legends, Harvest of Thorns, Silhouette Core, 2nd Edition Player’s Handbook and Capay Book of Days (Start of the 2nd Edition Cycle) and make a second Tribe 8 Bundle.
 
Why is Tribe 8 so good? I hear it getting praise but I've never really dug into it.
 
Why is Tribe 8 so good? I hear it getting praise but I've never really dug into it.

Simply, combination of excellent system with a very unique setting & mood

To quote myself:

"The setting is a fascinatingly unique blend of post-Catholic Myth, Neolithic Tribal societies, and Clive Barker-esque horror. I'd say that it manages to hit some strange equilibrium between The Dark Crystal and Mad Max.

And I really likes the Silhouette system - it's simple, streamlined, and very easy on GMs & players, so it quickly "fades into the background", while remaining robust enough to provide straightforward resolution. It's in my top ten favourite RPG systems, many of which I consider almost on par with MSH(FASERIP) and would probably use instead if that didn't exist (Savage Worlds and D6 being other examples).

Along those lines, the magic system hits a really sweet balance between a playable system, but still loose/interpretive enough to still "feel magical" (if that makes sense). It at once reinforces the setting's themes and provides a means for players to express their character's unique outlook.

The initial set-up is really straightforward and understandable while at the same time providing new players with an instant understanding of their place in the world and their background as tied to the setting. Each player belonged to a tribe that was directly ruled by the physical manifestation of one of their Gods - "Fatimas", and as such grew up focusing on those traits that embody that Fatima, but at some point were cast out for going against the grain in some way, or displeasing their god. In the case of Agnes, the child, this could be as simple as losing (or winning) a game of hide and seek or tag that upset her in some way. So the players are often from very unique backgrounds, but all share a common "origin event" that binds them together and gives them a common goal/struggle.

And the Z'Bri are fantastic villains, disturbing monstrosities that are the exact opposites of the Fatimas in some ways, and their mirrors in others (there's a good reason for this).

Also, the game ostensibly takes place in post-apocalypse Canada, which as a Canuck is pretty cool, but it's also easy as pie to relocate to any other place in the world (such as the gaming group's hometown or nearby area)
."

We had a "sell-me"- type thread on it a while back: https://www.rpgpub.com/threads/tribe-8-who-has-run-played-it-give-us-your-secrets.3735/
 
I always take it as a kind favor when posts that mention Bundle of Holding offers link to the offer: Tribe 8 Bundle
It seems unlikely that a poster would come to a 1,000+ post thread dedicated solely to Bundle of Holding and not be able to find your site. I mean I guess there are people that stupid in the world, but....
 
It seems unlikely that a poster would come to a 1,000+ post thread dedicated solely to Bundle of Holding and not be able to find your site. I mean I guess there are people that stupid in the world, but....

I've seen the stats for email campaigns for donations for work reasons, believe me you always want to make it REAL easy for people to give you their money.
 
Forgot you were a fan too. Mea Culpa.
More like a future, but really likely fan (I'd expressed interest in reading and potentially, running it).
Either way, I am getting my start in Tribes8 with this Bundle...and yes, advice is welcome:thumbsup:.
 
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Coming on Wednesday, Liminal is another one in the "so good I own most of it already" series. If you want British low key supernatural fantasy it's well worth grabbing.
 
Two Paranoia bundles up.

As Allen is potentially too modest to sing the praises of the 2004 bundle I shall do it instead. Seriously, there's a reason this is the issue so beloved by many old time Paranoia fans. It's the edition that brings in support for the Straight playstyle, a terrifyingly plausible Alpha Complex. It introduces a pseudo market economy, service groups (subgroups in the service firms with different roles. No longer are you just "Tech Services". Now you're a member of Tech Services with responsiblity for food vat maintenance), completely new and streamlined mechanics and lots of other stuff. It's not just useable for straight games. It'll equally run Zap or Classic Paranoia as well. It's also amusingly rude about the godawful latter period WEG Paranoia, as it rightfully should be.

If you get it, to be honest you really do want the full bundle. The Mutant Experience, Service Service and The Traitor's Manual are really useful for fleshing out mutations, service groups and the two mission books contain two of my favourite Paranoia missions ever, Stealth Train and Hunger respectively.

If I didn't already own every single book released for the line this would be a must buy.

While I'm less of a fan of Paranoia Red Clearance (I haven't read the Alpha Complex supplement but the core book played down Alpha Complex too much for my liking), it does have some nice ideas. It's a bold attempt to rewrite Paranoia entirely from scratch. It concentrates on encouraging the feelings of PvP animosity so crucial to a Paranoia game. Notably by getting players to screw each other over in character generation which we've not seen before.
 
Two Paranoia bundles up.

As Allen is potentially too modest to sing the praises of the 2004 bundle I shall do it instead. Seriously, there's a reason this is the issue so beloved by many old time Paranoia fans. It's the edition that brings in support for the Straight playstyle, a terrifyingly plausible Alpha Complex. It introduces a pseudo market economy, service groups (subgroups in the service firms with different roles. No longer are you just "Tech Services". Now you're a member of Tech Services with responsiblity for food vat maintenance), completely new and streamlined mechanics and lots of other stuff. It's not just useable for straight games. It'll equally run Zap or Classic Paranoia as well. It's also amusingly rude about the godawful latter period WEG Paranoia, as it rightfully should be.

If you get it, to be honest you really do want the full bundle. The Mutant Experience, Service Service and The Traitor's Manual are really useful for fleshing out mutations, service groups and the two mission books contain two of my favourite Paranoia missions ever, Stealth Train and Hunger respectively.

If I didn't already own every single book released for the line this would be a must buy.

While I'm less of a fan of Paranoia Red Clearance (I haven't read the Alpha Complex supplement but the core book played down Alpha Complex too much for my liking), it does have some nice ideas. It's a bold attempt to rewrite Paranoia entirely from scratch. It concentrates on encouraging the feelings of PvP animosity so crucial to a Paranoia game. Notably by getting players to screw each other over in character generation which we've not seen before.
So this seems interesting but this doesn’t include the core rules right? Is this the best version of Paranoia to get?
 
So this seems interesting but this doesn’t include the core rules right? Is this the best version of Paranoia to get?
It does include the Core Rules, it lists it as just "Paranoia". So yes, in my view this is definitely the best version to pick up.
 
Thanks this will be only the second bundle I have ever bought. The last one was Fantasy Hero!
...you're the Ascetic Hero, Avatar of Temperance, aren't you:shade:?


And for you Paranoiacs over here - which bundle would be better for someone who hasn't played Paranoia (or has played a one-shot so long ago he only has indistinct memories of it)?
 
...you're the Ascetic Hero, Avatar of Temperance, aren't you:shade:?


And for you Paranoiacs over here - which bundle would be better for someone who hasn't played Paranoia (or has played a one-shot so long ago he only has indistinct memories of it)?
I'd still go for 2004. Apart from anything else, its support line is a lot more expansive.
 
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Clever, but not helpful. I'm used to getting both from you:thumbsup:.

I'd still go for 2004. Apart from anything else, its support line is a lot more expansive.
I don't think I really need many support books before I'm sure I'd like the core game, though:shade:.
So which corebook is more fun?
 
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I don't think I really need many support books before I'm sure I'd like the core game, though:shade:.
That's fair, but this deal is a steal. ;) Unfortunately I don't think Mongoose have any free quickstarts but I'm happy to answer any specific questions. (Mostly about 2004, I don't know the new edition well enough).
 
That's fair, but this deal is a steal. ;) Unfortunately I don't think Mongoose have any free quickstarts but I'm happy to answer any specific questions. (Mostly about 2004, I don't know the new edition well enough).
I’m getting confused with the various editions. Is this, the 2004 edition, also known as Paranoia XP?
 
I’m getting confused with the various editions. Is this, the 2004 edition, also known as Paranoia XP?
Yes it is, but Microsoft got grumpy hence the fact it's no longer officially called that. ;)

Quick guide to Paranoia editions.

1st ed (1984). Groundbreaking for the time, but still very much comes from the old school RPG style of design The setting is great, the mechanics are a bit dated. The best missions (Paranoia's version of scenarios) have been released for XP as the Flashbacks series so you don't really need this one apart from as a historical artifact.

2nd edition (1987). The core book refines the mechanics and is a decent contribution. However, almost all the supplements are awful. New people take over at West End Games with no idea of what makes the game good and decide to introduce a metaplot (where they get rid of The Computer). It is very bad, with shit pop culture jokes replacing the satirical intent of the original.

5th edition (1995). Do you get the joke? It's the 3rd edition, but they call it the *drum roll* 5th edition!!!! Call the nurse, I think my sides have split. I have nothing good to say about this edition, at all. And the adventure Creatures of the Nightcycle is perhaps the worst scenario I've read for any RPG.

4th Ed/Paranoia XP (2004). Allen Varney rides in and saves the day with his dashing cavalry regiment, "The Traitor Recycling Studio". I'm incredibly fond of this edition so I won't pretend to being non biased, but in my view it's a return to all the things that made Paranoia good in the first place, with some truely phenomenal supplements. Mechanically it's the best of the editions.

25th Anniversary Edition (2009). This is more of a rewrite of XP then a new edition. The three main books are Troubleshooters, Internal Security and High Programmers. It's actually pretty good, despite my slight gripes about the bad proofreading/editing of High Programmers in particular. But you don't want it at this stage at least; what it largely does is give cool new ways to play the game rather than starting the PCs at the bottom of the hierarchy. So it's better for experienced groups.

Red Clearance Edition (2017). Personally, I don't feel the need for this one when XP serves all my needs. But it's a bold attempt to rewrite Paranoia from the ground up and is the most mechanically different of the games. It didn't quite gel with me, but it's a respectable effort.
 
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Yes it is, but Microsoft got grumpy hence the fact it's no longer officially called that. ;)

Quick guide to Paranoia editions.

1st ed (1984). Groundbreaking for the time, but still very much comes from the old school RPG style of design The setting is great, the mechanics are a bit dated. The best missions (Paranoia's version of scenarios) have been released for XP as the Flashbacks series so you don't really need this one apart from as a historical artifact.

2nd edition (1987). The core book refines the mechanics and is a decent contribution. However, almost all the supplements are awful. New people take over at West End Games with no idea of what makes the game good and decide to introduce a metaplot (where they get rid of The Computer). It is very bad, with shit pop culture jokes replacing the satirical intent of the original.

5th edition (1995). Do you get the joke? It's the 3rd edition, but they call it the *drum roll* 5th edition!!!! Call the nurse, I think my sides have split. I have nothing good to say about this edition, at all. And the adventure Creatures of the Nightcycle is perhaps the worst scenario I've read for any RPG.

4th Ed/Paranoia XP (2004). Allen Varney rides in and saves the day with his dashing cavalry regiment, "The Traitor Recycling Studio". I'm incredibly fond of this edition so I won't pretend to being non biased, but in my view it's a return to all the things that made Paranoia good in the first place, with some truely phenomenal supplements. Mechanically it's the best of the editions.

25th Anniversary Edition (2009). This is more of a rewrite of XP then a new edition. The three main books are Troubleshooters, Internal Security and High Programmers. It's actually pretty good, despite my slight gripes about the bad proofreading/editing of High Programmers in particular. But you don't want it at this stage at least; what it largely does is give cool new ways to play the game rather than starting the PCs at the bottom of the hierarchy. So it's better for experienced groups.

Red Clearance Edition (2017). Personally, I don't feel the need for this one when XP serves all my needs. But it's a bold attempt to rewrite Paranoia from the ground up and is the most mechanically different of the games. It didn't quite gel with me, but it's a respectable effort.
Thank you, very helpful - I will pick up Paranoia 2004 on the bundle of holding today!
 
I've just launched the Forged in the Dark Bundle, a new follow-up to last December's smash-hit Blades in the Dark Bundle. This is a big collection of recent standalone RPGs that use the Blades rules system: External Containment Bureau, Sig: City of Blades, Wicked Ones, Disaster/PEACE, Into the Dark, and more. The Forged in the Dark Bundle runs until Monday, 27 December.
 
I've just launched the Forged in the Dark Bundle, a new follow-up to last December's smash-hit Blades in the Dark Bundle. This is a big collection of recent standalone RPGs that use the Blades rules system: External Containment Bureau, Sig: City of Blades, Wicked Ones, Disaster/PEACE, Into the Dark, and more. The Forged in the Dark Bundle runs until Monday, 27 December.
Wheee!!! :thumbsup:
 
Just bought the Indie and both Paranoia bundles so I got to hold off for a while...
 
I've just launched the Forged in the Dark Bundle, a new follow-up to last December's smash-hit Blades in the Dark Bundle. This is a big collection of recent standalone RPGs that use the Blades rules system: External Containment Bureau, Sig: City of Blades, Wicked Ones, Disaster/PEACE, Into the Dark, and more. The Forged in the Dark Bundle runs until Monday, 27 December.
Sweet. I've been eyeballing Sig for a while now... nabbing all the bonus content might have me make the jump.

(Which I guess is sort of the point of these bundles, no?)
 
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