Decapitalized the "the" in "the Computer".
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| '''''Paranoia''''' is a [[dystopia]]n [[Science fiction|science-fiction]] tabletop [[Role-playing game (pen and paper)|role-playing game]] originally designed and written by [[Greg Costikyan]], [[Dan Gelber (game designer)|Dan Gelber]], and [[Eric Goldberg (game designer)|Eric Goldberg]], and first published in 1984 by [[West End Games]]. Since 2004 the game has been published under license by [[Mongoose Publishing]]. The game won the [[Origins Award]] for Best Roleplaying Rules of 1984{{Cite web|url=http://www.originsgamefair.com/awards/1988|title=1988 list of winners|publisher= Academy of Adventure Gaming Arts and Design|access-date=2011-11-06|archive-url=https://web.archive.org/web/20080307115145/http://www.originsgamefair.com/awards/1984|archive-date=2008-03-07}} and was inducted into the Origins Awards Hall of Fame in 2007.{{Cite web|url=http://www.originsgamefair.com/awards/2007|title=2007 list of winners|publisher= Academy of Adventure Gaming Arts and Design|access-date=2011-11-06|archive-url=https://web.archive.org/web/20090604114001/http://www.originsgamefair.com/aagad/awards/archive/2007|archive-date=2009-06-04}} ''Paranoia'' 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 [[dystopia]]n setting. | | '''''Paranoia''''' is a [[dystopia]]n [[Science fiction|science-fiction]] tabletop [[Role-playing game (pen and paper)|role-playing game]] originally designed and written by [[Greg Costikyan]], [[Dan Gelber (game designer)|Dan Gelber]], and [[Eric Goldberg (game designer)|Eric Goldberg]], and first published in 1984 by [[West End Games]]. Since 2004 the game has been published under license by [[Mongoose Publishing]]. The game won the [[Origins Award]] for Best Roleplaying Rules of 1984{{Cite web|url=http://www.originsgamefair.com/awards/1988|title=1988 list of winners|publisher= Academy of Adventure Gaming Arts and Design|access-date=2011-11-06|archive-url=https://web.archive.org/web/20080307115145/http://www.originsgamefair.com/awards/1984|archive-date=2008-03-07}} and was inducted into the Origins Awards Hall of Fame in 2007.{{Cite web|url=http://www.originsgamefair.com/awards/2007|title=2007 list of winners|publisher= Academy of Adventure Gaming Arts and Design|access-date=2011-11-06|archive-url=https://web.archive.org/web/20090604114001/http://www.originsgamefair.com/aagad/awards/archive/2007|archive-date=2009-06-04}} ''Paranoia'' 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 [[dystopia]]n setting. |
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− | The game is set in a dystopian future city which is controlled by an artificial intelligence construct called ''The Computer'' (also known as 'Friend Computer'), and where information (including the game rules) are restricted by color-coded ''security clearance''. [[Player character]]s are initially enforcers of The Computer's authority (known as 'Troubleshooters', 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 the players' characters are usually ''included'' among the aforementioned 'security threats'), and will have secret objectives including theft from and murder of other player characters. | + | The game is set in a dystopian future city which is controlled by an artificial intelligence construct called ''the Computer'' (also known as 'Friend Computer'), and where information (including the game rules) are restricted by color-coded ''security clearance''. [[Player character]]s are initially enforcers of the Computer's authority (known as 'Troubleshooters', 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 the players' characters are usually ''included'' among the aforementioned 'security threats'), and will have secret objectives including theft from and murder of other player characters. |
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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. | | 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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| ==Overview== | | ==Overview== |
− | ''Paranoia'' is a humorous [[Role-playing game (pen and paper)|role-playing game]] set in a [[dystopia|dystopian future]] similar to ''[[Nineteen Eighty-Four]]'', ''[[Brave New World]]'', ''[[Logan's Run]]'', and ''[[THX 1138]]''; however, the tone of the game is rife with [[black comedy|black humor]], frequently [[tongue-in-cheek]] 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. | + | ''Paranoia'' is a humorous [[Role-playing game (pen and paper)|role-playing game]] set in a [[dystopia|dystopian future]] similar to ''[[Nineteen Eighty-Four]]'', ''[[Brave New World]]'', ''[[Logan's Run]]'', and ''[[THX 1138]]''; however, the tone of the game is rife with [[black comedy|black humor]], frequently [[tongue-in-cheek]] 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. |
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| ===Setting=== | | ===Setting=== |
− | The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by The Computer, a [[civil service]][[Artificial intelligence|AI]] construct (a literal realization of the "[[On the Origin of the "Influencing Machine" in Schizophrenia|Influencing Machine]]" that some schizophrenics fear). The Computer serves as the game's principal [[antagonist]], and fears a number of threats to its 'perfect' society, such as The Outdoors, [[mutant (fictional)|mutant]]s, and [[secret society|secret societies]] (especially [[communism|Communists]]). To deal with these threats, The Computer employs ''Troubleshooters'', whose job is to go out, find trouble, and shoot it. [[Player character]]s are usually Troubleshooters, although later game supplements have allowed the players to take on other roles, such as High-Programmers of Alpha Complex. | + | The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by the Computer, a [[civil service]][[Artificial intelligence|AI]] construct (a literal realization of the "[[On the Origin of the "Influencing Machine" in Schizophrenia|Influencing Machine]]" that some schizophrenics fear). The Computer serves as the game's principal [[antagonist]], and fears a number of threats to its 'perfect' society, such as the Outdoors, [[mutant (fictional)|mutant]]s, and [[secret society|secret societies]] (especially [[communism|Communists]]). To deal with these threats, the Computer employs ''Troubleshooters'', whose job is to go out, find trouble, and shoot it. [[Player character]]s 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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| 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 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 ''and'' 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 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. | | 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 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 ''and'' 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 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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| ''Paranoia'' features a security clearance system based on colors of the [[visible spectrum]] 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 Red grade. Interfering with anything which is above that player's clearance carries significant risk. | | ''Paranoia'' features a security clearance system based on colors of the [[visible spectrum]] 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 Red grade. Interfering with anything which is above that player's clearance carries significant risk. |
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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 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. | + | 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 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. |
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| ===Secret Societies=== | | ===Secret Societies=== |
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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: | | 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: |
− | * '''Zap''' is anarchic slapstick with no claims to making sense and little effort at satire. Zap represents ''Paranoia'' as popularly understood: troubleshooters who open fire on each other with little to no provocation. It is often associated with the "Fifth Edition". The symbol of this game style is two smoking boots, much like the front cover. Best for a One-Shot Game of Paranoia. | + | * '''Zap''' is anarchic slapstick with no claims to making sense and little effort at satire. Zap represents ''Paranoia'' as popularly understood: troubleshooters who open fire on each other with little to no provocation. It is often associated with the "Fifth Edition". The symbol of this game style is two smoking boots, much like the front cover. Best for a one-shot game of Paranoia. |
− | * '''Classic''' is the atmosphere associated with the 2nd edition. While conflict inside of troubleshooter teams is common, it is less common and less frequently lethal. The symbol of this game style is a computer (representing The Computer). Good for a One-Shot game of Paranoia, but still suitable for an ongoing campaign. | + | * '''Classic''' is the atmosphere associated with the 2nd edition. While conflict inside of troubleshooter teams is common, it is less common and less frequently lethal. The symbol of this game style is a computer (representing the Computer). Good for a one-shot game of Paranoia, but still suitable for an ongoing campaign. |
| * '''Straight''' represents a relatively new style for ''Paranoia'', although it is not entirely without precedent in the darker portions of the original 1st edition rules. Straight ''Paranoia'' is more serious and focuses more on dark, complex satire. In Straight ''Paranoia'', 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 horseplay. The symbol of this game style is an enormous eye, much like the eye on the front cover. Very poor for a One-Shot game of Paranoia. Very good for an ongoing campaign. | | * '''Straight''' represents a relatively new style for ''Paranoia'', although it is not entirely without precedent in the darker portions of the original 1st edition rules. Straight ''Paranoia'' is more serious and focuses more on dark, complex satire. In Straight ''Paranoia'', 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 horseplay. The symbol of this game style is an enormous eye, much like the eye on the front cover. Very poor for a One-Shot game of Paranoia. Very good for an ongoing campaign. |
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| Paranoia was also made into a [[video game]] called ''[[The Paranoia Complex]]'' released in 1989 by [[Magic Bytes]]. It was available for [[Amiga]], [[Amstrad CPC]], [[Commodore 64]] and [[ZX Spectrum]]. 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. | | Paranoia was also made into a [[video game]] called ''[[The Paranoia Complex]]'' released in 1989 by [[Magic Bytes]]. It was available for [[Amiga]], [[Amstrad CPC]], [[Commodore 64]] and [[ZX Spectrum]]. 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. |
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− | A Paranoia-themed piece of "choose-your-own-adventure" hyperfiction (or [[gamebook]]) was published in issue #77 of [[The Space Gamer|SpaceGamer/FantasyGamer]] magazine in the late '80s. Since then, various unauthorised automated versions of the story (a Troubleshooter's assignment to undermine the subversive activity known as Christmas) have been circulating through mainframes and PCs, with machine-independent ports to [[C (programming language)|C]], [[Python (programming language)|Python]], [[Go (programming language)|Go]] and [[Inform]] as well as to [[Adventure Game Toolkit]] and for [[Applix]], [[CP/M]] and the [[Cybiko]]. | + | A Paranoia-themed piece of "choose-your-own-adventure" hyperfiction (or [[gamebook]]) was published in issue #77 of [[The Space Gamer|SpaceGamer/FantasyGamer]] magazine in the late 1980s. Since then, various unauthorized automated versions of the story (a Troubleshooter's assignment to undermine the subversive activity known as Christmas) have been circulating through mainframes and PCs, with machine-independent ports to [[C (programming language)|C]], [[Python (programming language)|Python]], [[Go (programming language)|Go]] and [[Inform]] as well as to [[Adventure Game Toolkit]] and for [[Applix]], [[CP/M]] and the [[Cybiko]]. |
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| Paranoia: Happiness is Mandatory is a video game that was released on December 5, 2019{{Update inline|date=January 2020}}, for PC on the Epic Game Store. It was developed by [[Cyanide (company)|Cyanide]] and Black Shamrock studios and is published by [[Bigben Interactive]]. It is an isometric view real-time RPG. https://www.epicgames.com/store/en-US/product/paranoia/home
Paranoia: Happiness is Mandatory | Store Page] However, in mid-January 2020, the game was removed from the Epic Games Store with no explanation from Cyanide or BigBen Interactive. As of April 30, 2020 no one officially connected with the game has offered any explanation for the removal of the product and all official communication channels refuse to reply to or even acknowledge inquiries.{{cite web |last1=Saed |first1=Sherif |title=Epic Games Store exclusive disappears and no one is saying why |url=https://www.vg247.com/2020/02/07/epic-games-store-exclusive-disappears-and-no-one-is-saying-why/ |website=VG24/7 |date=7 February 2020 |publisher=Gamer Network |access-date=30 April 2020}} | | Paranoia: Happiness is Mandatory is a video game that was released on December 5, 2019{{Update inline|date=January 2020}}, for PC on the Epic Game Store. It was developed by [[Cyanide (company)|Cyanide]] and Black Shamrock studios and is published by [[Bigben Interactive]]. It is an isometric view real-time RPG. https://www.epicgames.com/store/en-US/product/paranoia/home
Paranoia: Happiness is Mandatory | Store Page] However, in mid-January 2020, the game was removed from the Epic Games Store with no explanation from Cyanide or BigBen Interactive. As of April 30, 2020 no one officially connected with the game has offered any explanation for the removal of the product and all official communication channels refuse to reply to or even acknowledge inquiries.{{cite web |last1=Saed |first1=Sherif |title=Epic Games Store exclusive disappears and no one is saying why |url=https://www.vg247.com/2020/02/07/epic-games-store-exclusive-disappears-and-no-one-is-saying-why/ |website=VG24/7 |date=7 February 2020 |publisher=Gamer Network |access-date=30 April 2020}} |