Unpopular take: The "can't find the right briefing room" schtick is dull and harmful to engagement.I know this is a classic Paranoia trope going back through the ages but I have never--as a player or a GM--found starting off a mission by having the PCs futilely search for the right briefing room any fun. It also slows the game down right at the start.
I think the problem is the difference between not knowing what to do, and thinking you know what to do but finding out it was wrong. Not knowing what to do is fun gameplay once you have the players whipped up into a state of near panic, but you have to build to that. At the start of the game that panic isn't there. You can tell them they have 88 seconds to find the briefing room but that's telling, not showing, so it doesn't have the same emotional impact. Taking the players' confidence and yanking it out from under them so they suddenly have to improvise is I think a far more effective way to get them into the swing of things.
Anyone else have any fun things to do with the opening briefing?
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