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| Every player's character is assigned six clones, known as a ''six-pack'', which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, ''Paranoia'' allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer. | | Every player's character is assigned six clones, known as a ''six-pack'', which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, ''Paranoia'' allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer. |
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| ===Security clearances=== | | ===Security clearances=== |
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| While ''Paranoia XP'' kept Communists as the big bad scapegoat in spite of the [[Cold War]] being long over, the updated edition integrates several 21st century themes into its satire. Troubleshooters carry PDCs (Personal Digital Companion) that are reminiscent of [[Personal digital assistant|PDA]]s and [[smartphone]]s and can try to acquire gear by bidding on CBay (an obvious pun on [[eBay]]). New threats to Alpha Complex include [[file sharing]], [[phishing]] scams, [[identity theft]] and [[Weapons of mass destruction]]s. [[Consumerism]] in Alpha Complex has been tooled into its economy and has taken on an element of patriotism, echoing sentiments expressed after [[9/11]] along similar trends. A mission pack released in 2009 titled ''War On (Insert Noun)'' lampoons government initiatives like the [[War on Drugs]] and the [[War on Terror]]. | | While ''Paranoia XP'' kept Communists as the big bad scapegoat in spite of the [[Cold War]] being long over, the updated edition integrates several 21st century themes into its satire. Troubleshooters carry PDCs (Personal Digital Companion) that are reminiscent of [[Personal digital assistant|PDA]]s and [[smartphone]]s and can try to acquire gear by bidding on CBay (an obvious pun on [[eBay]]). New threats to Alpha Complex include [[file sharing]], [[phishing]] scams, [[identity theft]] and [[Weapons of mass destruction]]s. [[Consumerism]] in Alpha Complex has been tooled into its economy and has taken on an element of patriotism, echoing sentiments expressed after [[9/11]] along similar trends. A mission pack released in 2009 titled ''War On (Insert Noun)'' lampoons government initiatives like the [[War on Drugs]] and the [[War on Terror]]. |
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| In writing the new edition, Varney, Goldberg and Costikyan reached out to and actively collaborated with the ''Paranoia'' online fan community through an official blog{{cite web |last1=Costikyn |first1=Greg |title=Paranoia Blog |url=http://www.costik.com/paranoia |access-date=28 August 2021}}{{Dead link|date=August 2021}} and through Paranoia-Live.net.{{cite web |title=Paranoia Live |url=http://www.paranoia-live.net:80/news.php |website=www.paranoia-live.net |access-date=28 August 2021 |archive-url=https://web.archive.org/web/20150407035636if_/http://www.paranoia-live.net:80/news.php|archive-date=28 August 2021}}{{cite web | | In writing the new edition, Varney, Goldberg and Costikyan reached out to and actively collaborated with the ''Paranoia'' online fan community through an official blog{{cite web |last1=Costikyn |first1=Greg |title=Paranoia Blog |url=http://www.costik.com/paranoia |access-date=28 August 2021}} {{Dead link|date=August 2021}} and through Paranoia-Live.net.{{cite web |title=Paranoia Live |url=http://www.paranoia-live.net:80/news.php |website=www.paranoia-live.net |access-date=28 August 2021 |archive-url=https://web.archive.org/web/20150407035636if_/http://www.paranoia-live.net:80/news.php|archive-date=28 August 2021}}{{cite web |
| | url = http://www.escapistmagazine.com/articles/view/issues/issue_4/25-Player-Prompted-Paranoia
| | | url = http://www.escapistmagazine.com/articles/view/issues/issue_4/25-Player-Prompted-Paranoia
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| | title = Player-Prompted Paranoia | | | title = Player-Prompted Paranoia |
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| | date = 2 August 2005 | | | date = 2 August 2005 |
| | publisher = The Escapist magazine | | | publisher = The Escapist magazine |
| }}{{Dead link|date=August 2021}} In addition, Varney ran an online game, the ''Toothpaste Disaster'',{{cite web |last1=Varney |first1=Allen |title=ParanoiaLexicon |url=http://paranoia.allenvarney.com |website=paranoia.allenvarney.com |access-date=28 August 2021}} where players took the role of High Programmers documenting the titular disaster in a [[Lexicon (game)|Lexicon]] format. Many ideas established in the ''Lexicon'' game were written into the rulebook. Later, some of the best players and writers from the game and a few other places were formally integrated as the Traitor Recycling Studio to write official ''Paranoia'' material; their first credited work was the mission supplement ''Crash Priority''.{{cite web|url=http://www.costik.com/paranoia/public_html/paranoia/oldarchives/2004_08_01_blogchive.html | | }} {{Dead link|date=August 2021}} In addition, Varney ran an online game, the ''Toothpaste Disaster'',{{cite web |last1=Varney |first1=Allen |title=ParanoiaLexicon |url=http://paranoia.allenvarney.com |website=paranoia.allenvarney.com |access-date=28 August 2021}} where players took the role of High Programmers documenting the titular disaster in a [[Lexicon (game)|Lexicon]] format. Many ideas established in the ''Lexicon'' game were written into the rulebook. Later, some of the best players and writers from the game and a few other places were formally integrated as the Traitor Recycling Studio to write official ''Paranoia'' material; their first credited work was the mission supplement ''Crash Priority''.{{cite web|url=http://www.costik.com/paranoia/public_html/paranoia/oldarchives/2004_08_01_blogchive.html |
| |title = Crash Priority (Official PARANOIA Blog) | | |title = Crash Priority (Official PARANOIA Blog) |
| |access-date = 2009-06-04 | | |access-date = 2009-06-04 |
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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 magazine | last= Bambra | first= Jim | author-link = Jim Bambra | date= April 1988 | title= Role Playing Reviews: Playing it for Laughs |magazine= 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 magazine | last= Bambra | first= Jim | author-link = Jim Bambra | date= April 1988 | title= Role Playing Reviews: Playing it for Laughs |magazine= Dragon Magazine | volume= XII | issue= 132 | pages= 8–9 | publisher = TSR, Inc. | location = Lake Geneva WI | issn= 0279-6848}} |
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| In ''[[The Games Machine]]'' #3, John Wood enjoyed the "darkly humourous" artwork of the second edition, and complimented the writers for a better-organized set of rules. He concluded, "The new edition is far more suitable for those with little or no RPG experience, and is excellent value for a complete system (just add a 20-sided die)."{{cite magazine|last=Wood|first=John | date=February 1988|title=Paranoid Psychotics|magazine=[[The Games Machine]]|publisher=Enfield|issue=3|pages=80}} | | In ''[[The Games Machine]]'' #3, John Wood enjoyed the "darkly humourous" artwork of the second edition, and complimented the writers for a better-organized set of rules. He concluded, "The new edition is far more suitable for those with little or no RPG experience, and is excellent value for a complete system (just add a 20-sided die)."{{cite magazine|last=Wood|first=John | date=February 1988|title=Paranoid Psychotics|magazine=[[The Games Machine]]|publisher=Enfield|issue=3|pages=80}} |
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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 magazine|last= Pettengale|first=Paul|date= Christmas 1996 |title=Arcane Presents the Top 50 Roleplaying Games 1996|magazine=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 magazine|last= Pettengale|first=Paul|date= Christmas 1996 |title=Arcane Presents the Top 50 Roleplaying Games 1996|magazine=Arcane|publisher=[[Future plc|Future Publishing]]|issue=14|pages=25–35}} |