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Paranoia (role-playing game)

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all quite hilarious, thanks to the tongue-in-cheek approach permeating every aspect of the game." Swan noted the elaborate rules for character creation and combat resolution, "but they're essentially irrelevant, because the referee is encouraged to make up everything as he goes along." Swan did note that this puts a lot of pressure on the referee. Likewise, he warned that "players used to the rigid structures and cooperative emphasis of traditional RPGs may have trouble with a game this chaotic." Nevertheless, Swan concluded by giving this game his top rating of 4 out of 4, saying, "This is sophisticated, intelligent role-playing at its most subversive, a satiric masterpiece that should delight any experienced player with a taste for the bizarre."
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medicated, while higher clearance characters may be allowed to demote or even summarily execute those of a lower rank and those with Ultraviolet clearance are almost completely unrestricted and have a great deal of access to the Computer; they are the only citizens that may (legally) access and modify the Computer's programming, and thus Ultraviolet citizens are also referred to as "High Programmers". Security clearance is not related to competence but is instead the result of the Computer's often insane and unjustified calculus of trust concerning a citizen. It is suggested that it may in fact be the High Programmers' meddling with The Computer's programming that resulted in its insanity.
844:, to be "unproducts" - no longer part of the game's continuity, and not recommended for use with the new edition. An upshot of this is that much of the poorly received metaplot established late in the West End Games line, from the Secret Society Wars to the Reboot and beyond, was disposed of. Varney has explained that this is due mainly to his distaste for the direction the metaplot took the game line in, a distaste he asserts is shared by the game's fan community. He has also stated that he personally has little affection for the "Zap" style, and therefore may have given it short shrift in the main rulebook, although later supplements for 1196:
ignore them." Bambra did express reservations about the suitability of the game for an on-going campaign, saying "It doesn't lend itself easily to long-term campaign play. This game is best treated as a succession of short adventure sessions in which players get to enjoy themselves doing all those despicable things that would spoil a more 'serious' game." However Bambra concluded with a recommendation, saying "As a tongue-in-cheek science-fiction game, this one is hard to beat."
27: 1455:. It is an isometric view real-time RPG. In mid-January 2020, the game was removed from the Epic Games Store without explanation from Cyanide or BigBen Interactive. Court reports suggest a lawsuit by the creators of the property against the publishers is a factor. In December 2023, after the creators reached an agreement with BigBen/Nacon, the game returned to be publicly available at Epic Games Store once more as well as on 570:, the 25th Anniversary edition and the "Red Clearance" edition) were published by Mongoose Publishing. In addition to these six published editions, it is known that West End Games were working on a "Third Edition" - to replace the poorly received Fifth Edition - in the late 1990s, but their financial issues would prevent this edition from being published, except for being included in one tournament adventure. 1173:#65, giving it an overall rating of 7 out of 10, and stated that "I like Paranoia, but I'm not sure that I'd want to run it as a prolonged campaign. It's the sort of concept which works well as light relief from a 'serious' RPG campaign, and will definitely appeal to 'hack and slay' merchants. Dedicated rule lawyers and wargamers will hate it. Overall, a lot of fun for a minimum of three or four players." 554:), the Trekkies, and the First Church of Christ Computer Programmer. In keeping with the theme of paranoia, many secret societies have spies or double agents in each other's organizations. The 1st edition also included secret societies such as Programs Groups (the personal agents and spies of the High Programmers at the apex of Alpha Complex society) and Spy For Another Alpha Complex. 693:
Sourcebook. It has since been declared an "un-product" by the writers of the current edition, due to its extremely poor commercial and critical reception. Almost none of the original production staff were involved, and the books in this line focused less on the dark humor and oppressive nature of Alpha, and more on cheap pop culture spoofs, such as a
968:, which provided ideas for scenarios based around characters of security clearances Orange to Violet, with premises differing greatly from the standard Red-clearance Troubleshooter concept but remaining thematically appropriate to the game's setting and atmosphere. (This included an updated reprint of the 1st Edition supplement 601:. This edition, while encouraging dark humour in-game, took a fairly serious dystopian tone; the supplements and adventures released to accompany it emphasised the lighter side, however, establishing the freewheeling mix of slapstick, intra-team backstabbing and satire that is classically associated with a game of 1205:#3, John Wood enjoyed the "darkly humorous" artwork of the second edition, and complimented the writers for a better-organized set of rules. He concluded, "The new edition is far more suitable for those with little or no RPG experience, and is excellent value for a complete system (just add a 20-sided die)." 628:, and Paul Murphy was published in 1987 by West End Games. This edition can be seen as a response to the natural development of the line towards a rules-light, fast and entertaining play style. Here, the humorous possibilities of life in a paranoid dystopia are emphasised, and the rules are simplified. 395:
are initially enforcers of the Computer's authority (known as Troubleshooter, mainly for the fact that they shoot trouble), and will be given missions to seek out and eliminate threats to the Computer's control. The player characters are also part of prohibited underground movements (which means that
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is an absolute no-no. If a character (of which there are six versions - each person in Alpha Complex has six clones) lives through an entire scenario then they're doing well. Hell, they're doing better than well, they're probably Jesus Christ reborn (er, no offence intended, all ye Christian types).
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In order to distance the new edition from the less commercially and critically successful aspects of the West End Game line, and to discourage new players from wasting time and money on what he considered to be inferior products, Varney additionally used the designer's notes to declare many West End
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Many of the supplements released for the Second edition fall into a story arc set up by new writers and line editors that was intended to freshen up the game and broaden roleplay possibilities. Players could travel in space and time, play in a Computerless Alpha Complex, or an Alpha Complex in which
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The actual societies which would be encountered in a game depends on the play style; some societies are more suited for more light-hearted games (Zap-style, or the lighter end of Classic), whereas others represent a more serious threat to Alpha Complex and are therefore more suitable for Straight or
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faulty). Additionally, each player character is generally an unregistered mutant and a secret society member (which are both termination offenses in Alpha Complex), and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Thus, missions often turn
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campaign on 22 October 2022, and released on 22 September 2023. This edition was written and designed by WJ MacGuffin and Keith Garrett. It uses a heavily revised version of the Red Clearance Edition rules, removing the card based system that was introduced in Red Clearance Edition, maintaining the
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In June 2009, Mongoose Publishing announced that they would be retiring the books in the XP line to clear the way for the 25th Anniversary Edition line - revealing a new edition of the rulebook as well as two new rulebooks, one casting the players as higher-clearance Internal Security investigators
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of West End expressed hopes that the Third Edition would be published that summer; however, he also disclosed that court proceedings had been begun by the original designers in order to reclaim the rights to the game. The designers did succeed in purchasing the rights to the game, putting an end to
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Art director Larry Catalano left West End in 1986. Catalano’s successor fired (illustrator) Jim Holloway and brought in a succession of increasingly poor cartoonists. (Writer/editor) Ken Rolston left shortly thereafter for unrelated reasons. In Ken’s wake, developers Doug Kaufman and Paul Murphy in
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In the game, secret societies tend to be based on sketchy and spurious knowledge of historical matters. For example, previous editions included societies such as the "Seal Club" that idolizes the Outdoors but is unsure what plants and animals actually look like. Other societies include the Knights
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allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones
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The player characters frequently receive mission instructions from the Computer that are incomprehensible, self-contradictory, or obviously fatal if adhered to, and side-missions (such as Mandatory Bonus Duties) that conflict with the main mission. Failing a mission generally results in termination
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called this game "a brilliant, revolutionary RPG ... that defies categorization and stands as one of the most thoroughly enjoyable games of the last ten years." After summarizing the lack of personal freedom under the control of the insane Computer, Swan allowed that "It sound oppressive, but it's
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which heavily restricts what the players can and cannot legally do; everything from corridors to food and equipment have security restrictions. The lowest rating is Infrared, but the lowest playable security clearance is Red; the game usually begins with the characters having just been promoted to
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promised hilarious fun and a combat system that didn’t get bogged down in tedious mechanics. It soon found a following among gamers looking for something different in their role-playing adventures. Still, a close inspection of the combat system revealed that it was slow moving and cumbersome. The
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represents a relatively new style. This is more serious and focuses more on dark, complex satire. Players are punished for executing other characters without first filing evidence of the other character's treason; this encourages slower, more careful gameplay and discourages random firefights and
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game has been treated to a revamp, and this time the rules are slick. All that tricky stuff which made the combat system such a pain to run has been shelved off into optional rules. If you want the extra complications, you’re welcome to them, or you can do what most people did anyway and simply
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The full order of clearances from lowest to highest is Infrared (visually represented by black), Red, Orange, Yellow, Green, Blue, Indigo, Violet, and Ultraviolet (visually represented by white). Within the game, Infrared-clearance citizens live dull lives of mindless drudgery and are heavily
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was published in 1995 by West End Games. It was the third edition of the game released; two editions were skipped as a joke, and possibly also as a reference to the two major revisions to the game released during the lifetime of the Second Edition with the Crash Course Manual and the Paranoia
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rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.
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Primary designer Allen Varney, in the designer's notes, explained that his aim with the new edition was to return to the game's roots whilst updating both the game system and the satirical setting to take account of twenty years of game design progress. In both the core rulebook and the
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supplement - a reprint of classic adventures originally published by West End Games - Varney was highly critical of West End Games' handling of the product line in its latter days. In a posting on RPG.net he explained that the point of including the three playstyles in
1042:, casts the player characters as the Ultraviolet-clearance elite of Alpha Complex society and focuses on the political plotting and infighting that dominates the High Programmers' lives, a premise not dissimilar to the Violet-level campaign ideas presented in 504:
of the player character, but succeeding can just as often result in the same fate, after being rewarded for successfully concluding the mission. They are issued equipment that is uniformly dangerous, faulty, or "experimental" (i.e., almost certainly dangerous
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24 October 2014. In a departure from previous Mongoose editions, RED Clearance Edition utilises a d6-based dice pool system as well as using cards for equipment, mutant powers, secret societies, and combat actions. The base game was primarily designed by
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rather than dark and heavy. Most of the game's humor is derived from the players' (usually futile) attempts to complete their assignment while simultaneously adhering to the Computer's arbitrary, contradictory and often nonsensical security directives.
859:, called "the master of the fun-filled illustration", drew the cover art and much of the internal art for the game until 1986. His art for the series generally portray comedic scenarios that capture the essential "deathtrap" feeling of Alpha Complex. 509:
into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.
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is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its
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Following the unfavorable reception of the Fifth Edition, West End Games began planning a new edition of the game, which would be released as the "Third Edition". Pages from this planned edition were exhibited at
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magazine in the late 1980s. Unauthorized automated versions of the story (a Troubleshooter's assignment to undermine the subversive activity known as Christmas) have circulated via machine-independent ports to
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The game is set in a dystopian future city controlled by the Computer (also known as "Friend Computer"), and where information (including the game rules) are restricted by color-coded "security clearance".
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that this decision came about as a result of the XP edition successfully convincing the wider gaming public that "Zap" was not the default playstyle for the game; since it was now generally accepted that
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to get the setting published. Gelber gave Goldberg and Costikyan his notes for the game and they used those ideas to complete a full manuscript for a game. Gelber, Costikyan, and Goldberg licensed this
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designed his own role-playing game about a dystopic world controlled by a computer called "Alpha Complex" and ran adventures using this game for his local group. In this game which Gelber designed, the
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is the atmosphere associated with the 2nd edition. Conflict within troubleshooter teams is less common and less lethal. Good for a one-shot game of Paranoia, but still suitable for an ongoing campaign.
516:, which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, 945:
game were written into the rulebook. Later, some of the best players and writers from the game and a few other places were formally integrated as the Traitor Recycling Studio to write official
672:, and supported by a few modules and supplements. The Computer returns, but does not control all of Alpha Complex - plays as a hybrid of the other eras, with players free to choose sides. 152: 1070:
could have a variety of playstyles and each GM would interpret it somewhat differently, it was considered no longer necessary to emphasise the different playstyles in the main text. The
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as popularly understood: troubleshooters who open fire on each other with little to no provocation. It is often associated with the "Fifth Edition". Best for a one-shot game of Paranoia.
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and consists of a client and a server with built-in features for character and gameplay management. In September 2004, both attracted some mainstream attention when the UK edition of
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Computer battled for control with other factions. Some fans criticized the change to the default narrative. Second edition supplements can generally be divided into four eras:
1389:. It took the form of a top-down maze shooter dressed in a Paranoia plot and trappings; reviews of the game from hobby magazines of the period pegged it as mediocre to poor. 878:
being long over, the updated edition integrates several 21st-century themes into its satire. Troubleshooters carry PDCs (Personal Digital Companion) that are reminiscent of
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turn briefly supervised the Paranoia line. After they too departed, editorial control fell to—how do I put this tactfully?—people with different views of the Paranoia line.
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described the game as "the first sophisticated parody of the basic tropes of roleplaying. Paranoia didn't offer dungeons full of monsters with sillier names than those in
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This edition also introduced three different styles of play, with some game mechanics differing between the various modes to support the specific tone being sought-after:
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series of time-travelling modules. Adventures occur in a fractured Complex in which there is no Computer, possibly as a result of the Secret Society Wars, possibly not.
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Several editions of the game have been published since the original version, and the franchise has spawned several spin-offs, novels and comic books based on the game.
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in 1997 - two years after the release of the Fifth Edition. Due to West End Games' financial problems this edition was never completed. In an interview in 1999
1145:(Issue No. 72), the editorial staff were enthusiastic about the game, commenting "If you're likely to take it personally when your best friend's character plugs 566:
Six editions have been published. Three of these were published by West End Games - the 1st, 2nd, and "Fifth" Editions - whereas the later three editions (
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and Paranoia Live; coincidentally the publicity came right before the site was poised to celebrate the launch of the new Paranoia edition from Mongoose.
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are usually Troubleshooters, although later game supplements have allowed the players to take on other roles, such as High-Programmers of Alpha Complex.
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banded together and purchased the rights to the game from West End in order to regain control of the line. The designers in turn granted a license to
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rulebook; however, the "Classic" playstyle is assumed by default, with "Zap" and "Straight" relegated to an appendix. Allen Varney, designer of the
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line. During the lifetime of the XP line Mongoose released numerous supplements and adventures for the game. Notable amongst the supplements was
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was ranked 7th. Editor Paul Pettengale commented: "For players of games where character development and campaign continuity are a priority,
44: 2367: 1962: 1257:. It introduced something scarier... the futuristic tunnels of Alpha Complex, in which all the monsters were human and nobody ever got out. 710:
adventures from the West End Games era, Allen Varney details the management decisions which led, in the eyes of many, to the decline of the
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The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by the Computer, a civil service
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among the aforementioned 'security threats'), and will have secret objectives including theft from and murder of other player characters.
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volume casts the player characters as Blue-clearance Internal Security agents, a refinement of the premise of the 1st edition supplement
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edition, with the focus firmly on the game's traditional premise of casting the player characters as Red-clearance Troubleshooters. The
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marked his return to the line as well; he designed every cover of the XP edition, and many books contain both his classic and new
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in Alpha Complex has been tooled into its economy and has taken on an element of patriotism, echoing sentiments expressed after
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modules. Individual missions can be run in the Classic format, but running themes and conspiracies persist from book to book.
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mechanics were hard to grasp in places, making it difficult to get into the freewheeling fun. Now, all that’s changed. The
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online fan community through an official blog and through Paranoia-Live.net. In addition, Varney ran an online game, the
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volume includes an appendix listing three new styles tailored for the game - "Heist", "Overkill" and "Horror".
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thought that the second edition had marked improvements compared to the first edition: "The first edition of
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and Paul Dean, and released in March 2017. Additional writing for the new edition was initially provided by
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In writing the new edition, Varney, Goldberg and Costikyan reached out to and actively collaborated with the
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line, and cites rumours that the line saw a 90% decline in sales before West End Games went into bankruptcy:
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rules, the most notable difference being the removal of the Service Firms and the advanced economy of the
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Red grade. Interfering with anything which is above that player's clearance carries significant risk.
2228: 1993: 1414: 1107:, while the first major expansion, Acute PARANOIA, was written by various writers and funded through 646: 791:. This edition of the game has received a much warmer critical reception, as well as selling well. 1406: 370:
for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007.
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is anarchic slapstick with no claims to making sense and little effort at satire. Zap represents
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fan-made software specifically created for playing Paranoia over the Internet. It runs on the
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parody. It had a lighter and sillier atmosphere and fans and more cartoonish illustrations.
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is, and always will be, a complete laugh - it should be played for nothing more than fun".
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products, including the "Fifth Edition" and everything published for the 2nd Edition after
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magazine ran an article about Paranoia as one of their "Extra Life" columns and showcased
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writer, Mongoose Publishing employee Gareth Hanrahan, took over as primary writer for the
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held all of roleplaying, as it was then practiced, to a dark and twisted mirror. Then it
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Pettengale, Paul (Christmas 1996). "Arcane Presents the Top 50 Roleplaying Games 1996".
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A single adventure has surfaced which contained a summary of the third edition rules.
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adventures and campaigns around would be revisited for the next edition of the game.
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d6-based dice pool system, and adding more lore and new features such as "favours".
2368:"Court documents may explain the disappearance of Paranoia: Happiness is Mandatory" 2315: 1444: 1278: 1153:. But if you like high-tension suspense along with a slightly bent sense of humor, 970: 533: 497: 485: 392: 2345: 1456: 1401: 1104: 448: 427: 340: 480:, and fears a number of threats to its 'perfect' society, such as the Outdoors, 2149: 2118:
The staff of Space Gamer (January–February 1985). "Featured Review: Paranoia".
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requested that the 'XP' be removed. As such, the name was shortened to just
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was to counteract the impression that "Zap"-styled play was the default for
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magazine to determine the 50 most popular roleplaying games of all time,
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Each of the three books is an entirely self-contained and playable game:
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any possibility that the final West End Games edition would be released.
625: 444: 2316:"Review of the Marvel Universe Roleplaying Game - RPGnet RPG Game Index" 2205: 2066:"The New Paranoia is Here - and it is Perfect... | Mongoose Publishing" 1805:. Vol. XII, no. 132. Lake Geneva WI: TSR, Inc. pp. 8–9. 1798: 1183: 883: 489: 477: 759:
Following the bankruptcy of West End Games, the original designers of
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is a video game that was released on 5 December 2019, for PC on the
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The game was inducted into the Origins Awards Hall of Fame in 2007.
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can be purchased if one gains sufficient favour with the Computer.
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and can try to acquire gear by bidding on CBay (an obvious pun on
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material would "maintain a 90% compatibility rating with the new
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material; their first credited work was the mission supplement
2052:"Acute Paranoia: A box full of treason and summary executions" 1307:
Gelber also designed (with Jeffrey Simons and Evan Jones) The
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and one as Ultraviolet High Programmers. They stated that the
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along similar trends. A mission pack released in 2009 titled
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horseplay. Poor for one-shots, good for an ongoing campaign.
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features a security clearance system based on colors of the
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Every player's character is assigned six clones, known as a
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to produce a new version of the game, with the result that
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helped rewrite the rules before it was published in 1984.
723: 362:. Since 2004 the game has been published under license by 2329:
Cobbet, Richard (September 2004). "Treason for Dummies".
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Originally known as "Perfect Edition", this edition from
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kept Communists as the big bad scapegoat in spite of the
2117: 496:, whose job is to go out, find trouble, and shoot it. 783:
and Greg Costikyan, was published in 2004. In 2005,
492:). To deal with these threats, the Computer employs 2163:Wood, John (February 1988). "Paranoid Psychotics". 1990:"Babylon 5 & Paranoia - Last Chance for Books!" 51:. Unsourced material may be challenged and removed. 2263: 631: 2189:. New York: St. Martin's Press. pp. 151–153. 2423: 1363:Paranoia was also made into a video game called 1987: 1960: 1451:and Black Shamrock studios and is published by 1605: 1603: 1576: 1574: 1572: 1157:is a unique and highly desirable experience." 1014:volume presents a slimmed-down version of the 842:The People's Glorious Revolutionary Adventure 443:; however, the tone of the game is rife with 2259: 2257: 2255: 2253: 2014: 1793: 1791: 1769: 1747: 1336: 1114: 981: 676: 1600: 1569: 2199: 1245:was chosen for inclusion in the 2007 book 150: 16:Science fiction tabletop role-playing game 2384: 2365: 2322: 2250: 1936:"Crash Priority (Official PARANOIA Blog)" 1788: 1717: 1660: 918:lampoons government initiatives like the 890:). New threats to Alpha Complex include 624:credited to Costikyan, Gelber, Goldberg, 472:construct (a literal realization of the " 111:Learn how and when to remove this message 2291:Contemporary Perspectives on Game Design 2193: 2186:The Complete Guide to Role-Playing Games 1743: 1741: 1211:The Complete Guide to Role-Playing Games 1081: 750: 680: 612: 2408:Mongoose Publishing's Paranoia Homepage 2218: 2138: 2017:"Re: Paranoia 25th Anniversary Edition" 1885:. The Escapist magazine. Archived from 941:format. Many ideas established in the 848:did provide more support for Zap play. 724:Unreleased West End Games Third Edition 2424: 2328: 1880: 1797: 1694: 1635: 1053:volume retains the play styles of the 561: 524: 2472:Role-playing games introduced in 1984 2437:Fiction about artificial intelligence 1738: 558:the more dark sort of Classic games. 550:of the Circular Object (based on the 2385:Macgregor, Jody (22 December 2023). 2179: 2173: 2162: 2132: 1823: 1268: 396:the players' characters are usually 49:adding citations to reliable sources 20: 2477:Post-apocalyptic role-playing games 2156: 1329:for Best Roleplaying Rules of 1984. 1222:In a 1996 reader poll conducted by 1111:in 2018 for an early 2019 release. 1061:edition, explained in a posting on 644:Secret Society Wars: Introduced in 544: 346:originally designed and written by 13: 2353:"Paranoia: Happiness is Mandatory" 2212: 2169:. No. 3. Enfield. p. 80. 2111: 1933: 1907: 1718:Hepler, Chris; Brandes, Jennifer. 1697:"Pyramid Interviews: Scott Palter" 1695:Haring, Scott D. (16 April 1999). 1640:. Mongoose Publishing. p. 2. 1636:Varney, Allen (28 February 2005). 14: 2498: 2401: 358:, and first published in 1984 by 60:"Paranoia" role-playing game 2366:Macgregor, Jody (4 April 2022). 1441:Paranoia: Happiness is Mandatory 1310:Marvel Universe Roleplaying Game 25: 2378: 2359: 2308: 2282: 2086: 2058: 2044: 2030: 2008: 1981: 1954: 1927: 1901: 1881:Varney, Allen (2 August 2005). 1874: 1844: 1817: 1763: 1711: 1543: 1139:In the Jan-Feb 1985 edition of 1086:The Red Clearance edition from 779:, Paul Baldowski, Beth Fischi, 663:Vulture Warriors of Dimension X 650:, and supported by a series of 632:Metaplot and the Second Edition 36:needs additional citations for 1748:Allen Varney (27 April 2006). 1688: 1670:Games * Design * Art * Culture 1654: 1629: 1530: 1515: 1500: 1485: 1400:was published in issue #77 of 1281:were called "Plaukers" by the 744: 608: 599:Best Roleplaying Rules of 1984 573: 1: 2015:Allen Varney (13 July 2009). 1770:Allen Varney (5 March 2005). 1562: 1176:In the April 1988 edition of 1078:does not specify playstyles. 2432:Paranoia (role-playing game) 1772:"Sell me on Paranoia 5th..." 1750:"Sell me on Paranoia 5th..." 1300:game to West End Games, and 1134: 904:weapons of mass destructions 7: 2264:Shannon Appelcline (2011). 2038:"Re: Paranoia RPG Rebooted" 1462: 1289:who approached Gelber with 1004:Paranoia: Internal Security 880:Personal digital assistants 262:(The All New Shiny Edition) 10: 2503: 2487:Games with concealed rules 2294:. Third Millennium. 2006. 2071:Mongoose Publishing Forums 1883:"Player-Prompted Paranoia" 1040:Paranoia: High Programmers 1008:Paranoia: High Programmers 552:Knights of the Round Table 463: 385: 344:tabletop role-playing game 250:(25th Anniversary edition) 2462:Mongoose Publishing games 2447:Comedy role-playing games 2229:Hobby Games: The 100 Best 1337:Paranoia-related software 1316: 1247:Hobby Games: The 100 Best 1115:The All New Shiny Edition 1000:Paranoia: Troubleshooters 982:25th Anniversary Editions 956:In 2006, Varney's fellow 647:The DOA Sector Travelogue 317: 295: 287: 270: 217: 196: 163: 149: 130: 2142:(May 1985). "Open Box". 1914:paranoia.allenvarney.com 1478: 1151:stay away from this game 2268:. Mongoose Publishing. 2266:Designers & Dragons 2222:(2007). "Paranoia". In 1963:"State of the Mongoose" 1402:SpaceGamer/FantasyGamer 1373:. It was available for 1149:character from behind, 702:In his introduction to 696:Vampire: The Masquerade 670:The Paranoia Sourcebook 661:, and supported by the 659:The Crash Course Manual 657:The Crash: Detailed in 403: 256:(Red Clearance Edition) 2234:Green Ronin Publishing 1611:"2007 list of winners" 1582:"1988 list of winners" 1447:. It was developed by 1423:Adventure Game Toolkit 1090:was announced through 756: 721: 686: 685:Cover of Fifth edition 618: 141:Keep Your Laser Handy! 2467:Origins Award winners 1988:Mongoose Publishing. 1961:Mongoose Publishing. 1699:. Steve Jackson Games 1283:non-player characters 1082:Red Clearance Edition 754: 716: 684: 641:Classic: No metaplot. 616: 2482:West End Games games 2457:Greg Costikyan games 2236:. pp. 231–235. 2094:"Paranoia Core Book" 1664:(19 February 2004). 1638:Paranoia: Flashbacks 1369:released in 1989 by 1366:The Paranoia Complex 1350:Java Virtual Machine 1235:Suffice to say that 916:War On (Insert Noun) 668:Reboot: Detailed in 617:Cover of 2nd edition 422:Nineteen Eighty-Four 45:improve this article 2126:Steve Jackson Games 2098:Mongoose Publishing 2074:. 22 September 2023 1969:on 27 December 2008 1121:Mongoose Publishing 1088:Mongoose Publishing 1038:). The third game, 935:Toothpaste Disaster 765:Mongoose Publishing 755:Cover of XP edition 706:, a compilation of 652:Secret Society Wars 562:Publication history 525:Security clearances 474:Influencing Machine 419:along the lines of 366:. The game won the 364:Mongoose Publishing 303:.mongoosepublishing 209:Mongoose Publishing 127: 2140:Rowland, Marcus L. 1942:on 14 January 2012 1666:"Paranoia Returns" 1453:Bigben Interactive 1274:Daniel Seth Gelber 1123:was launched as a 1030:(reprinted in the 781:Dan Curtis Johnson 757: 687: 619: 585:, Dan Gelber, and 123: 2452:Dystopian fiction 2442:Campaign settings 2301:978-1-932657-64-7 2275:978-1-907702-58-7 2243:978-1-932442-96-0 2208:. pp. 25–35. 2206:Future Publishing 2166:The Games Machine 2128:. pp. 12–13. 1910:"ParanoiaLexicon" 1856:paranoia-live.net 1726:on 28 August 2007 1554:978-1-904854-26-5 1526:978-0-87431-171-6 1511:978-0-87431-018-4 1496:978-0-87431-025-2 1279:player characters 1269:Early development 1208:In his 1990 book 1202:The Games Machine 1161:Marcus L. Rowland 1072:Internal Security 1024:Internal Security 498:Player characters 413:role-playing game 393:Player characters 329: 328: 324:978-0-87431-025-2 157:1st edition cover 145: 121: 120: 113: 95: 2494: 2395: 2394: 2382: 2376: 2375: 2363: 2357: 2356: 2349: 2343: 2342: 2326: 2320: 2319: 2312: 2306: 2305: 2286: 2280: 2279: 2261: 2248: 2247: 2216: 2210: 2209: 2197: 2191: 2190: 2177: 2171: 2170: 2160: 2154: 2153: 2136: 2130: 2129: 2115: 2109: 2108: 2106: 2104: 2090: 2084: 2083: 2081: 2079: 2062: 2056: 2055: 2048: 2042: 2041: 2034: 2028: 2027: 2025: 2023: 2012: 2006: 2005: 2003: 2001: 1992:. Archived from 1985: 1979: 1978: 1976: 1974: 1965:. Archived from 1958: 1952: 1951: 1949: 1947: 1938:. Archived from 1931: 1925: 1924: 1922: 1920: 1905: 1899: 1898: 1896: 1894: 1889:on 18 April 2009 1878: 1872: 1871: 1869: 1867: 1858:. Archived from 1848: 1842: 1841: 1839: 1837: 1828:. Archived from 1824:Costikyn, Greg. 1821: 1815: 1814: 1795: 1786: 1785: 1783: 1781: 1767: 1761: 1760: 1758: 1756: 1745: 1736: 1735: 1733: 1731: 1722:. Archived from 1720:"Down the Tubes" 1715: 1709: 1708: 1706: 1704: 1692: 1686: 1685: 1683: 1681: 1672:. Archived from 1658: 1652: 1651: 1633: 1627: 1626: 1624: 1622: 1607: 1598: 1597: 1595: 1593: 1578: 1556: 1547: 1541: 1534: 1528: 1519: 1513: 1504: 1498: 1489: 1445:Epic Games Store 1263:threw cream pies 1099:with co-authors 1076:High Programmers 1044:Extreme Paranoia 1036:Extreme Paranoia 1034:line as part of 1028:HIL Sector Blues 971:HIL Sector Blues 966:Extreme Paranoia 545:Secret societies 534:visible spectrum 486:secret societies 417:dystopian future 313: 310: 308: 306: 304: 302: 154: 131: 128: 122: 116: 109: 105: 102: 96: 94: 53: 29: 21: 2502: 2501: 2497: 2496: 2495: 2493: 2492: 2491: 2422: 2421: 2404: 2399: 2398: 2383: 2379: 2364: 2360: 2351: 2350: 2346: 2327: 2323: 2314: 2313: 2309: 2302: 2288: 2287: 2283: 2276: 2262: 2251: 2244: 2217: 2213: 2204:. No. 14. 2198: 2194: 2178: 2174: 2161: 2157: 2148:. No. 65. 2137: 2133: 2124:. No. 72. 2116: 2112: 2102: 2100: 2092: 2091: 2087: 2077: 2075: 2064: 2063: 2059: 2050: 2049: 2045: 2036: 2035: 2031: 2021: 2019: 2013: 2009: 1999: 1997: 1996:on 16 June 2011 1986: 1982: 1972: 1970: 1959: 1955: 1945: 1943: 1934:Varney, Allen. 1932: 1928: 1918: 1916: 1908:Varney, Allen. 1906: 1902: 1892: 1890: 1879: 1875: 1865: 1863: 1862:on 7 April 2015 1852:"Paranoia Live" 1850: 1849: 1845: 1835: 1833: 1832:on 23 July 2016 1826:"Paranoia Blog" 1822: 1818: 1803:Dragon Magazine 1796: 1789: 1779: 1777: 1768: 1764: 1754: 1752: 1746: 1739: 1729: 1727: 1716: 1712: 1702: 1700: 1693: 1689: 1679: 1677: 1676:on 12 June 2008 1662:Costikyan, Greg 1659: 1655: 1648: 1634: 1630: 1620: 1618: 1609: 1608: 1601: 1591: 1589: 1588:on 7 March 2008 1580: 1579: 1570: 1565: 1560: 1559: 1548: 1544: 1535: 1531: 1520: 1516: 1505: 1501: 1490: 1486: 1481: 1465: 1339: 1319: 1271: 1137: 1117: 1105:Gareth Hanrahan 1084: 1051:Troubleshooters 1012:Troubleshooters 984: 749: 726: 690:"Fifth Edition" 679: 677:"Fifth" Edition 634: 611: 581:was written by 576: 564: 547: 527: 494:Troubleshooters 466: 449:tongue-in-cheek 428:Brave New World 406: 388: 341:science-fiction 299: 283: 280:Science fiction 266: 213: 192: 159: 144: 117: 106: 100: 97: 54: 52: 42: 30: 17: 12: 11: 5: 2500: 2490: 2489: 2484: 2479: 2474: 2469: 2464: 2459: 2454: 2449: 2444: 2439: 2434: 2420: 2419: 2410: 2403: 2402:External links 2400: 2397: 2396: 2377: 2358: 2344: 2321: 2307: 2300: 2281: 2274: 2249: 2242: 2220:Jackson, Steve 2211: 2192: 2172: 2155: 2150:Games Workshop 2131: 2110: 2085: 2057: 2043: 2029: 2007: 1980: 1953: 1926: 1900: 1873: 1843: 1816: 1787: 1762: 1737: 1710: 1687: 1653: 1646: 1628: 1617:on 4 June 2009 1599: 1567: 1566: 1564: 1561: 1558: 1557: 1542: 1536:compare with " 1529: 1514: 1499: 1483: 1482: 1480: 1477: 1476: 1475: 1464: 1461: 1421:as well as to 1338: 1335: 1334: 1333: 1330: 1318: 1315: 1287:Greg Costikyan 1270: 1267: 1214:, game critic 1136: 1133: 1116: 1113: 1083: 1080: 983: 980: 951:Crash Priority 900:identity theft 820: 819: 812: 806: 748: 743: 725: 722: 678: 675: 674: 673: 666: 655: 642: 633: 630: 610: 607: 583:Greg Costikyan 575: 572: 563: 560: 546: 543: 526: 523: 465: 462: 411:is a humorous 405: 402: 387: 384: 360:West End Games 348:Greg Costikyan 327: 326: 321: 315: 314: 297: 293: 292: 289: 285: 284: 282: 281: 278: 274: 272: 268: 267: 265: 264: 258: 252: 246: 240: 234: 228: 221: 219: 215: 214: 212: 211: 206: 204:West End Games 200: 198: 194: 193: 191: 190: 185: 180: 175: 173:Greg Costikyan 169: 167: 161: 160: 155: 147: 146: 143: 142: 139: 136: 132: 119: 118: 33: 31: 24: 15: 9: 6: 4: 3: 2: 2499: 2488: 2485: 2483: 2480: 2478: 2475: 2473: 2470: 2468: 2465: 2463: 2460: 2458: 2455: 2453: 2450: 2448: 2445: 2443: 2440: 2438: 2435: 2433: 2430: 2429: 2427: 2418: 2414: 2411: 2409: 2406: 2405: 2392: 2388: 2381: 2373: 2369: 2362: 2354: 2348: 2340: 2336: 2332: 2325: 2317: 2311: 2303: 2297: 2293: 2292: 2285: 2277: 2271: 2267: 2260: 2258: 2256: 2254: 2245: 2239: 2235: 2231: 2230: 2225: 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1298: 1292: 1291:Eric Goldberg 1288: 1284: 1280: 1275: 1266: 1264: 1260: 1256: 1252: 1251:Steve Jackson 1248: 1244: 1240: 1238: 1233: 1229: 1225: 1220: 1217: 1213: 1212: 1206: 1204: 1203: 1197: 1194: 1189: 1185: 1182:(Issue 132), 1181: 1180: 1174: 1172: 1171: 1166: 1162: 1158: 1156: 1152: 1148: 1144: 1143: 1132: 1129: 1126: 1122: 1112: 1110: 1106: 1102: 1098: 1093: 1089: 1079: 1077: 1073: 1069: 1064: 1060: 1056: 1052: 1047: 1045: 1041: 1037: 1033: 1029: 1025: 1021: 1017: 1013: 1009: 1005: 1001: 996: 994: 990: 979: 977: 973: 972: 967: 963: 959: 954: 952: 948: 944: 940: 936: 932: 927: 925: 924:War on Terror 921: 917: 913: 909: 905: 901: 897: 893: 889: 885: 881: 877: 873: 868: 866: 862: 858: 854: 849: 847: 843: 837: 835: 831: 826: 816: 813: 810: 807: 804: 800: 797: 796: 795: 792: 790: 786: 782: 778: 777:Aaron Allston 774: 771:, written by 770: 766: 762: 753: 747: 742: 739: 736: 732: 720: 715: 713: 709: 705: 700: 698: 697: 691: 683: 671: 667: 664: 660: 656: 653: 649: 648: 643: 640: 639: 638: 629: 627: 623: 615: 606: 604: 600: 596: 595:Origins Award 592: 588: 587:Eric Goldberg 584: 580: 571: 569: 559: 555: 553: 542: 538: 535: 531: 522: 519: 515: 510: 507: 501: 499: 495: 491: 487: 483: 479: 475: 471: 461: 458: 453: 450: 447:, frequently 446: 442: 441: 436: 435: 430: 429: 424: 423: 418: 414: 410: 401: 399: 394: 383: 380: 378: 373: 369: 368:Origins Award 365: 361: 357: 356:Eric Goldberg 353: 349: 345: 342: 339: 335: 334: 325: 322: 320: 316: 312: 298: 294: 290: 286: 279: 276: 275: 273: 269: 263: 259: 257: 253: 251: 247: 245: 244:(Paranoia XP) 241: 239: 238:(5th edition) 235: 233: 232:(2nd edition) 229: 227: 226:(1st edition) 223: 222: 220: 216: 210: 207: 205: 202: 201: 199: 195: 189: 186: 184: 183:Eric Goldberg 181: 179: 176: 174: 171: 170: 168: 166: 162: 158: 153: 148: 140: 138:Trust No One! 137: 134: 133: 129: 126: 115: 112: 104: 93: 90: 86: 83: 79: 76: 72: 69: 65: 62: â€“  61: 57: 56:Find sources: 50: 46: 40: 39: 34:This article 32: 28: 23: 22: 19: 2390: 2380: 2371: 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Designers
Greg Costikyan
Dan Gelber
Eric Goldberg
Allen Varney
West End Games
Mongoose Publishing
www.mongoosepublishing.com/rpgs/paranoia.html
ISBN
978-0-87431-025-2
dystopian
science-fiction
tabletop role-playing game
Greg Costikyan
Dan Gelber
Eric Goldberg
West End Games
Mongoose Publishing

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