Paranoia • Re: Prop Ideas
I believe in activities.
I give the Loyalty Officer a deck of "Treason Stars" to pass out. Some of the cards have Two Stars, while others have Zero Stars.
When something questionable happens, I'll shout "Loyalty Officer, what do you think?" Or I'll direct the Loyalty Officer to pass out Treason Star. Inevitably the Loyalty Officer will miss a beat, so I'll direct them to give themselves a Treason Star. The cruelist players will start pointing out the Loyalty Officer's treason in failing to keep the Treason Stars flowing. That moment is joyous fun, as much as the Loyalty Officer looking around at a hostile table because they've taken their job too seriously.
The Happiness Officer will be in charge of turning over the new RAM Deck. Repeating the directions of Friend Computer will increase team happiness.
I hand the Equipment Cards to the Equipment Officer. For a shining moment, they have ALL the equipment and can pass them out as they wish. At least, until the Team Leader suggests a little direction in (not) sharing among the group.
The Combat Officer gets to call out initiative and break ties. That way the GM isn't the one who just happened to skip over another player, again.
I'll call on the Science Officer to explain "how that just happened." Sometimes their explanation is better than anything I could come up while running the madhouse.
The Team Leader gets to be the boss. i once had a group at a convention where the Team Leader showed up with their own mini bullhorn.
Statistics: Posted by Zarathud
— Tue Mar 12, 2019 6:45 am