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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|accessdate=2011-11-06|archiveurl=https://web.archive.org/web/20080307115145/http://www.originsgamefair.com/awards/1984|archivedate=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|accessdate=2011-11-06|archiveurl=https://web.archive.org/web/20090604114001/http://www.originsgamefair.com/aagad/awards/archive/2007|archivedate=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|accessdate=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|accessdate=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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| |last = Costikyan | | |last = Costikyan |
| |first = Greg | | |first = Greg |
− | |authorlink = Greg Costikyan | + | |author-link = Greg Costikyan |
| |work = Games * Design * Art * Culture | | |work = Games * Design * Art * Culture |
| |url-status = dead | | |url-status = dead |
− | |archiveurl = https://web.archive.org/web/20080612082821/http://www.costik.com/weblog/2004/02/paranoia-returns.html
| + | |archive-url = https://web.archive.org/web/20080612082821/http://www.costik.com/weblog/2004/02/paranoia-returns.html
|
− | |archivedate = 12 June 2008 | + | |archive-date = 12 June 2008 |
| |df = dmy-all | | |df = dmy-all |
| }} - 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{{cite web | | }} - 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{{cite web |
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| | first = Chris | | | first = Chris |
| | author2=Jennifer Brandes | | | author2=Jennifer Brandes |
− | | archiveurl = https://web.archive.org/web/20070828035939/http://www.tasteslikephoenix.com/articles/tubes.html
|archivedate = 2007-08-28 | + | | archive-url = https://web.archive.org/web/20070828035939/http://www.tasteslikephoenix.com/articles/tubes.html
|archive-date = 2007-08-28 |
| }} | | }} |
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| |first = Allen | | |first = Allen |
| |url-status = dead | | |url-status = dead |
− | |archiveurl = https://web.archive.org/web/20120114104732/http://www.costik.com/paranoia/public_html/paranoia/oldarchives/2004_08_01_blogchive.html
| + | |archive-url = https://web.archive.org/web/20120114104732/http://www.costik.com/paranoia/public_html/paranoia/oldarchives/2004_08_01_blogchive.html
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− | |archivedate = 14 January 2012 | + | |archive-date = 14 January 2012 |
| |df = dmy-all | | |df = dmy-all |
| }} | | }} |
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| |author = Mongoose Publishing | | |author = Mongoose Publishing |
| |url-status = dead | | |url-status = dead |
− | |archiveurl = https://web.archive.org/web/20081227220004/http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=37965
| + | |archive-url = https://web.archive.org/web/20081227220004/http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=37965
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− | |archivedate = 27 December 2008 | + | |archive-date = 27 December 2008 |
| |df = dmy-all | | |df = dmy-all |
| }} They stated that the ''XP ''material would "maintain a 90% compatibility rating with the new ''Paranoia ''books".{{cite web | | }} They stated that the ''XP ''material would "maintain a 90% compatibility rating with the new ''Paranoia ''books".{{cite web |
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| |author = Mongoose Publishing | | |author = Mongoose Publishing |
| |url-status = dead | | |url-status = dead |
− | |archiveurl = https://web.archive.org/web/20110616200551/http://www.mongoosepublishing.com/news/news_item.php?pkid_news=319
| + | |archive-url = https://web.archive.org/web/20110616200551/http://www.mongoosepublishing.com/news/news_item.php?pkid_news=319
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− | |archivedate = 16 June 2011 | + | |archive-date = 16 June 2011 |
| |df = dmy-all | | |df = dmy-all |
| }} | | }} |
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| In the Jan-Feb 1985 edition of ''[[Space Gamer]]'' (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 ''your'' character from behind, ''stay away from this game''. But if you like high-tension suspense along with a slightly bent sense of humor, ''Paranoia'' is a unique and highly desirable experience."{{cite journal|author=The staff of Space Gamer |date=Jan–Feb 1985 |title=Featured Review: Paranoia|journal=[[Space Gamer]]|publisher=[[Steve Jackson Games]]|issue=72|pages=12–13}} | | In the Jan-Feb 1985 edition of ''[[Space Gamer]]'' (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 ''your'' character from behind, ''stay away from this game''. But if you like high-tension suspense along with a slightly bent sense of humor, ''Paranoia'' is a unique and highly desirable experience."{{cite journal|author=The staff of Space Gamer |date=Jan–Feb 1985 |title=Featured Review: Paranoia|journal=[[Space Gamer]]|publisher=[[Steve Jackson Games]]|issue=72|pages=12–13}} |
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− | [[Marcus L. Rowland]] reviewed ''Paranoia'' for ''[[White Dwarf (magazine)|White Dwarf]]'' #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."{{cite journal | last =Rowland | first =Marcus L. | authorlink =Marcus L. Rowland | title =Open Box | journal =[[White Dwarf (magazine)|White Dwarf]] | issue =Issue 65 | pages =8 | publisher =[[Games Workshop]] | year = May 1985 | issn =}} | + | [[Marcus L. Rowland]] reviewed ''Paranoia'' for ''[[White Dwarf (magazine)|White Dwarf]]'' #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."{{cite journal | last =Rowland | first =Marcus L. | author-link =Marcus L. Rowland | title =Open Box | journal =[[White Dwarf (magazine)|White Dwarf]] | issue =Issue 65 | pages =8 | publisher =[[Games Workshop]] | year = May 1985 }} |
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− | In the April 1988 edition of [[Dragon (magazine)|''Dragon'']] (Issue 132), [[Jim Bambra]] thought that the second edition had marked improvements compared to the first edition: "The first edition of ''Paranoia''] 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 mechanics were hard to grasp in places, making it difficult to get into the freewheeling fun. Now, all that’s changed. The ''Paranoia'' 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 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."{{cite journal | last = Bambra | first = Jim | authorlink = Jim Bambra | date = April 1988 | title = Role Playing Reviews: Playing it for Laughs | journal = Dragon Magazine | volume = XII | issue = 132 | pages = 8–9 | publisher = TSR, Inc. | location = Lake Geneva WI | issn = 0279-6848}} | + | In the April 1988 edition of [[Dragon (magazine)|''Dragon'']] (Issue 132), [[Jim Bambra]] thought that the second edition had marked improvements compared to the first edition: "The first edition of ''Paranoia''] 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 mechanics were hard to grasp in places, making it difficult to get into the freewheeling fun. Now, all that’s changed. The ''Paranoia'' 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 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."{{cite journal | last = Bambra | first = Jim | author-link = Jim Bambra | date = April 1988 | title = Role Playing Reviews: Playing it for Laughs | journal = Dragon Magazine | volume = XII | issue = 132 | pages = 8–9 | publisher = TSR, Inc. | location = Lake Geneva WI | issn = 0279-6848}} |
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| In a 1996 reader poll conducted by ''Arcane'' magazine to determine the 50 most popular roleplaying games of all time, ''Paranoia'' was ranked 7th. Editor Paul Pettengale commented: "For players of games where character development and campaign continuity are a priority, ''Paranoia'' 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). Suffice to say that ''Paranoia'' is, and always will be, a complete laugh - it should be played for nothing more than fun".{{cite journal|last= Pettengale|first=Paul|date= Christmas 1996 |title=Arcane Presents the Top 50 Roleplaying Games 1996|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=14|pages=25–35}} | | In a 1996 reader poll conducted by ''Arcane'' magazine to determine the 50 most popular roleplaying games of all time, ''Paranoia'' was ranked 7th. Editor Paul Pettengale commented: "For players of games where character development and campaign continuity are a priority, ''Paranoia'' 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). Suffice to say that ''Paranoia'' is, and always will be, a complete laugh - it should be played for nothing more than fun".{{cite journal|last= Pettengale|first=Paul|date= Christmas 1996 |title=Arcane Presents the Top 50 Roleplaying Games 1996|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=14|pages=25–35}} |
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− | ''Paranoia'' was chosen for inclusion in the 2007 book ''Hobby Games: The 100 Best''. [[Steve Jackson (US game designer)|Steve Jackson]] 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 ''D&D''. It introduced something scarier... the futuristic tunnels of Alpha Complex, in which all the monsters were human and nobody ever got out. ''Paranoia'' held all of roleplaying, as it was then practiced, to a dark and twisted mirror. Then it [[pieing|threw cream pies]]."{{Cite book | contribution=Paranoia | title=[[Hobby Games: The 100 Best]] | last=Jackson | first=Steve | authorlink=Steve Jackson (US game designer) | editor-last=Lowder | editor-first=James | editor-link=James Lowder | publisher=[[Green Ronin Publishing]] | year=2007 | pages=231–235 | isbn=978-1-932442-96-0}} | + | ''Paranoia'' was chosen for inclusion in the 2007 book ''Hobby Games: The 100 Best''. [[Steve Jackson (US game designer)|Steve Jackson]] 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 ''D&D''. It introduced something scarier... the futuristic tunnels of Alpha Complex, in which all the monsters were human and nobody ever got out. ''Paranoia'' held all of roleplaying, as it was then practiced, to a dark and twisted mirror. Then it [[pieing|threw cream pies]]."{{Cite book | contribution=Paranoia | title=[[Hobby Games: The 100 Best]] | last=Jackson | first=Steve | author-link=Steve Jackson (US game designer) | editor-last=Lowder | editor-first=James | editor-link=James Lowder | publisher=[[Green Ronin Publishing]] | year=2007 | pages=231–235 | isbn=978-1-932442-96-0}} |
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| ==Awards== | | ==Awards== |
− | * ''Paranoia'' 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|accessdate=2011-11-06|archiveurl=https://web.archive.org/web/20080307115145/http://www.originsgamefair.com/awards/1984|archivedate=2008-03-07}} | + | * ''Paranoia'' 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|accessdate=2011-11-06|archive-url=https://web.archive.org/web/20080307115145/http://www.originsgamefair.com/awards/1984|archive-date=2008-03-07}} |
− | * The game 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|accessdate=2011-11-06|archiveurl=https://web.archive.org/web/20090604114001/http://www.originsgamefair.com/aagad/awards/archive/2007|archivedate=2009-06-04}} | + | * The game 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|accessdate=2011-11-06|archive-url=https://web.archive.org/web/20090604114001/http://www.originsgamefair.com/aagad/awards/archive/2007|archive-date=2009-06-04}} |
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| ==Reviews== | | ==Reviews== |