Combat Idea for Paranoia XPI recently watched a let's play of the most recent Paranoia edition, and was intrigued by the idea of lying for turn order. After thinking about it more though, it seemed like in most scenarios it would be a burden. So I started thinking about alternatives.
To my knowledge, in XP there is no defined method of determining turn order. It felt more in the spirit of the game to keep it that way, but I did get an idea of a simple thing that could be done to increase co-operation and effectiveness of Troubleshooter teams.
At the top of each combat round, the Team Leader must give all members instructions of what to do.
Now whether or not they follow, that's another matter.
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