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If anyone else is mad enough to consider a Paranoia campaign, this might be of help.
It's written for my upcoming game, which uses the XP rules and setting (so service firms etc.).
It's straight leaning at least; no pun names, less random death, more fear and ignorance and a chance to really get into the reality of living in Alpha Complex.
The aim is to give the players enough knowledge to play RED level troubleshooters, while leaving a lot of things to explore.
(It does take a few things wholesale from the book, but most of it is my own words and it wouldn't be enough to make any of the published material redundant. No lists of secret societies or service firms etc.)
It's written for my upcoming game, which uses the XP rules and setting (so service firms etc.).
It's straight leaning at least; no pun names, less random death, more fear and ignorance and a chance to really get into the reality of living in Alpha Complex.
The aim is to give the players enough knowledge to play RED level troubleshooters, while leaving a lot of things to explore.
(It does take a few things wholesale from the book, but most of it is my own words and it wouldn't be enough to make any of the published material redundant. No lists of secret societies or service firms etc.)