Please give feedback on my scenario planHi all,
I'm an experienced GM, but new to Paranoia, and I'll be running a Paranoia game in a couple days with players who also have experience with other TTRPGs but are new to Paranoia. I'd like some feedback on my plans, and any other advice you may have. I'm running Paranoia XP, but I think most of this is system-agnostic. Also, many elements have been shamelessly stolen from various forums, but the overall amalgamation is my own.
Mission Assignment: The Troubleshooters are contacted via PDC: "Friend Computer cordially requests your presence in room SLW-922-21A. Failure to arrive punctually is treason, punishable by termination. Have a relaxing trip. The Computer is your friend." There is no SLW-922-21A. There is a -21, though, which contains an ORANGE pencil-pusher who has been on duty for the last four daycycles. He knows that the Troubleshooters actually need to go to SLW-V15-556. Before he gives the Troubleshooters this information, he will try to get food or a mattress out of them.
The mission: Deliver a RED box to a particular location. No, you may not look in the box. (It's pizza delivery for an INDIGO researcher who's working late, and whose caterer got Troubleshooters to do the delivery since the usual delivery guy was terminated for treason.)
The secret societies don't know what's in the box either, but they can guess. PURGE thinks it's advanced tech, and wants it replaced with a bomb. Psion thinks it's some sort of mutant-detection device, and wants it sabotaged. FCCC-P doesn't know what's in it, but wants the box blessed in a ceremony that will take ten minutes. Pro Tech wants to steal it. Et cetera. Players will get their orders via passed note; I think sidebars will slow the game down too much.
After being told to deliver the box, the Troubleshooters (and the players!) are handed MBD Selection Forms. I'll watch them fill them out with great interest, and then after they hand them in, I will put them on the floor unread and hand out MBD cards at random.
R&D would like the Troubleshooters to test this Plasma Generator. It is for mining purposes
only. It has five charge packs (the paperwork says they have six, so they'll have to account for the missing pack.) It has three settings:
Boring (bores a hole),
Standard (describes how far the ambient air is from standard temperature, pressure, and humidity) and
Danger (Loudly announces that all personnel should clear the area for imminent excavation). With Management skills, the Troubleshooters can get a user's manual, but it says
Boring: boring mode
Standard: standard mode
Danger: danger mode
To deliver the box, the Troubleshooters will have to take transtube, cross sector NOP, and get into the lab itself. Each of these will pose its own... challenges.
Transtube: Two seats. They might be able to all fit inside if they really squish, or they could use the convenient externally-mounted handles. Good news: it's an express capsule. Bad news: it'll be taking very tight corners. If anyone dies on the way, their capsule will be rerouted for another capsule, carrying the player's clone. This will cause a large delay.
Sector NOP: Licorice-flavored Bouncy Bubble Beverage has been advertised here for three yearcycles straight. It's finally arrived. There were only two dozen cans. A full-scale riot is now in process. Vulture Squad goons have been assigned to guard assorted empty corridors and ignore the riot in front of them.
The Lab: It's GREEN. The whole lab is GREEN. The office they need to deliver to is on the third floor.
I'm not sure what to do for the debriefing, besides that I might bring up the MBD forms if anyone had particularly creative responses. Any tips / ideas for debriefing?
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