What one part of Paranoia editions do you like? What one part do you dislike?Hello loyal citizens! Friend Computer needs your input, so be a smart clone and listen up so IntSec doesn’t teach you how to pay attention better by causing internal bleeding. (But note: This is from me the gamer, not me the designer.)
What one single part of the current edition (and any other Paranoia editions you know) do you love, and what one part do you almost-but-not-really wish your Indigo-clearance boss would order you to dislike? I’m curious to hear different perspectives on what works and what’s lacking in different editions. But please do not engage in any edition wars! We can like/dislike different things and that's okay!
RCE Edition (current one) - LIKE: The Computer Dice. Tension levels in XP is a cool idea, but for me, this makes that even easier to use. Instead of the GM having to remember to roll vs. Tension level, the players can screw themselves over simply by rolling dice.
- NOT SO MUCH: I’m very torn on the initiative mechanic. On one hand, it’s dramatic to recite from 10 backwards and see if anyone bluffs. On the other hand, my players don’t seem to bluff all that much. Plus, I’ve completely spaced while GMing and forgot to use this mechanic--and combat ran more smoothly that time.
XP Edition - LIKE: Perversity Points. Not only did I love how players could openly mess with other players’ rolls, these help the GM reward proper ‘Paranoia’ actions to help the table get into the spirit of the game.
- NOT SO MUCH: Damage scales. I never got into the “W3K†mechanic. (If you hit, you cause a Wound; for each 3 points above the target number, you increase damage one step until a max of Killed). It’s clever, but I found it oddly mechanical in a game that plays fast and loose with rules. Or plausibility. Or reality.
One last point: Maybe let's avoid the usual "Ah, disliking rules is treason, report for execution" banter. That joke gets old fast and it prevents fruitful discussions. Cheers, and keep your laser handy!
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