1219:
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
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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.
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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.
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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
636:
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
508:
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
503:
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
817:
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
540:
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.
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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
728:
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
1404:
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
390:
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
1276:
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:
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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
2386:
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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
836:, an impression which had in part been created by the more cartoonish later supplements in the West End Games line (as well as "Fifth Edition").
1989:
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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:
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1962:
1257:. It introduced something scarier... the futuristic tunnels of Alpha Complex, in which all the monsters were human and nobody ever got out.
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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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468:
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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59:
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volume includes an appendix listing three new styles tailored for the game - "Heist", "Overkill" and "Horror".
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48:
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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.
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1993:
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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.
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for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007.
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1966:
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is anarchic slapstick with no claims to making sense and little effort at satire. Zap represents
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2016:
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fan-made software specifically created for playing Paranoia over the Internet. It runs on the
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1285:, and these player characters often undercut and upstaged each other. Gelber was a friend of
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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
421:
2387:"Four years after it was removed from sale, Paranoia: Happiness is Mandatory has returned"
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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
8:
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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".
937:, where players took the role of High Programmers documenting the titular disaster in a
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300:
2333:. Vol. 11, no. 9. Bath, Sommerset, UK: Future Publishing, Ltd. p. 114.
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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,
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485:
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448:
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480:, and fears a number of threats to its 'perfect' society, such as the Outdoors,
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The staff of Space Gamer (January–February 1985). "Featured Review: Paranoia".
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476:" that some schizophrenics fear). The Computer serves as the game's principal
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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.
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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.
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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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589:- published in 1984 by West End Games. In 1985, this edition of
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material; their first credited work was the mission supplement
2052:"Acute Paranoia: A box full of treason and summary executions"
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Gelber also designed (with Jeffrey Simons and Evan Jones) The
987:
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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1801:(April 1988). "Role Playing Reviews: Playing it for Laughs".
1613:. Academy of Adventure Gaming Arts and Design. Archived from
1584:. Academy of Adventure Gaming Arts and Design. Archived from
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horseplay. Poor for one-shots, good for an ongoing campaign.
532:
features a security clearance system based on colors of the
512:
Every player's character is assigned six clones, known as a
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911:
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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.
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362:. Since 2004 the game has been published under license by
2329:
Cobbet, Richard (September 2004). "Treason for Dummies".
1119:
Originally known as "Perfect Edition", this edition from
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kept Communists as the big bad scapegoat in spite of the
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496:, whose job is to go out, find trouble, and shoot it.
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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.
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2189:. New York: St. Martin's Press. pp. 151–153.
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1363:Paranoia was also made into a video game called
1987:
1960:
1451:and Black Shamrock studios and is published by
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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
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2014:
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16:Science fiction tabletop role-playing game
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1936:"Crash Priority (Official PARANOIA Blog)"
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1717:
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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
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1211:The Complete Guide to Role-Playing Games
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2408:Mongoose Publishing's Paranoia Homepage
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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
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1053:volume retains the play styles of the
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2472:Role-playing games introduced in 1984
2437:Fiction about artificial intelligence
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558:the more dark sort of Classic games.
550:of the Circular Object (based on the
2385:Macgregor, Jody (22 December 2023).
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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:
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1992:. Archived from
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1965:. Archived from
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1938:. Archived from
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1889:on 18 April 2009
1878:
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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:
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1733:
1731:
1722:. Archived from
1720:"Down the Tubes"
1715:
1709:
1708:
1706:
1704:
1692:
1686:
1685:
1683:
1681:
1672:. Archived from
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1607:
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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
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2204:. No. 14.
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2157:
2148:. No. 65.
2137:
2133:
2124:. No. 72.
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2100:
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2019:
2013:
2009:
1999:
1997:
1996:on 16 June 2011
1986:
1982:
1972:
1970:
1959:
1955:
1945:
1943:
1934:Varney, Allen.
1932:
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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:
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1676:on 12 June 2008
1662:Costikyan, Greg
1659:
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1618:
1609:
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1588:on 7 March 2008
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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
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280:Science fiction
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2249:
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1617:on 4 June 2009
1599:
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1536:compare with "
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1421:as well as to
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1287:Greg Costikyan
1270:
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1214:, game critic
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951:Crash Priority
900:identity theft
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583:Greg Costikyan
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1291:Eric Goldberg
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2152:. p. 8.
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2101:. Retrieved
2097:
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2076:. Retrieved
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2020:. Retrieved
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1998:. Retrieved
1994:the original
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1971:. Retrieved
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1944:. Retrieved
1940:the original
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1917:. Retrieved
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1887:the original
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1860:the original
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101:January 2012
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43:Please help
38:verification
35:
18:
2331:PC Gamer UK
2145:White Dwarf
2121:Space Gamer
1799:Bambra, Jim
1387:ZX Spectrum
1379:Amstrad CPC
1371:Magic Bytes
1302:Ken Rolston
1170:White Dwarf
1142:Space Gamer
1125:Kickstarter
1109:Kickstarter
1092:Kickstarter
908:Consumerism
884:smartphones
882:(PDAs) and
872:Paranoia XP
861:Paranoia XP
846:Paranoia XP
830:Paranoia XP
769:Paranoia XP
746:Paranoia XP
626:Ken Rolston
622:2nd edition
609:2nd edition
579:1st edition
574:1st edition
568:Paranoia XP
445:black humor
434:Logan's Run
218:Publication
135:Stay Alert!
2426:Categories
2181:Swan, Rick
1753:Retrieved
1680:17 January
1621:6 November
1592:6 November
1563:References
1184:Jim Bambra
851:Long-time
825:Flashbacks
704:Flashbacks
490:Communists
478:antagonist
352:Dan Gelber
197:Publishers
178:Dan Gelber
71:newspapers
2339:1080-4471
1919:28 August
1866:28 August
1836:28 August
1811:0279-6848
1730:28 August
1358:JParanoia
1342:JParanoia
1216:Rick Swan
1163:reviewed
1135:Reception
1068:Paranoia
993:Paranoia
785:Microsoft
712:Paranoia
591:Paranoia
415:set in a
379:setting.
377:dystopian
338:dystopian
309:/paranoia
165:Designers
2413:Paranoia
2391:PC Gamer
2372:PC Gamer
2183:(1990).
2022:31 March
1780:31 March
1755:31 March
1703:24 April
1538:unperson
1471:Paranoia
1469:List of
1463:See also
1433:and the
1425:and for
1398:gamebook
1394:Paranoia
1354:PC Gamer
1346:freeware
1325:won the
1323:Paranoia
1297:Paranoia
1259:Paranoia
1243:Paranoia
1237:Paranoia
1232:Paranoia
1228:Paranoia
1193:Paranoia
1188:Paranoia
1165:Paranoia
1155:Paranoia
995:books".
976:Paranoia
962:Paranoia
958:Paranoia
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931:Paranoia
922:and the
896:phishing
876:Cold War
865:Paranoia
853:Paranoia
834:Paranoia
815:Straight
803:Paranoia
789:Paranoia
761:Paranoia
708:Paranoia
603:Paranoia
593:won the
530:Paranoia
518:Paranoia
514:six-pack
457:Paranoia
440:THX 1138
409:Paranoia
398:included
372:Paranoia
333:Paranoia
125:Paranoia
2226:(ed.).
2103:2 March
2078:1 March
1449:Cyanide
1255:D&D
1063:RPG.net
943:Lexicon
939:Lexicon
898:scams,
855:artist
809:Classic
731:Gen Con
482:mutants
464:Setting
386:Premise
296:Website
288:Systems
85:scholar
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2202:Arcane
2000:9 June
1973:4 June
1946:4 June
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1435:Cybiko
1427:Applix
1419:Inform
1411:Python
1317:Awards
1224:Arcane
1179:Dragon
1010:. The
1006:, and
870:While
484:, and
437:, and
354:, and
291:Custom
271:Genres
87:
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1479:Notes
1473:books
1457:Steam
1396:mini-
1375:Amiga
867:art.
336:is a
311:.html
307:/rpgs
277:Humor
260:2023
254:2017
248:2009
242:2004
236:1995
230:1987
224:1984
92:JSTOR
78:books
2335:ISSN
2296:ISBN
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2105:2024
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2024:2010
2002:2009
1975:2009
1948:2009
1921:2021
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1868:2021
1838:2021
1807:ISSN
1782:2010
1757:2010
1732:2007
1705:2007
1682:2007
1642:ISBN
1623:2011
1594:2011
1550:ISBN
1522:ISBN
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1492:ISBN
1431:CP/M
1417:and
1385:and
1167:for
1147:your
1049:The
912:9/11
902:and
888:eBay
597:for
455:The
404:Tone
319:ISBN
305:.com
64:news
2415:at
1344:is
1265:."
1199:In
1059:XP
1055:XP
1032:XP
1020:XP
1016:XP
989:XP
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799:Zap
506:and
301:www
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