Paranoia


A hilarious dark future comedy game¸ where characters are pawns of an out-of-control Computer in a post-nuclear-apocalypse complex. The atmosphere is on black comedy and slapstick¸ with the notable feature that each character has 5 clone backups -- such that they can die multiple times (and they usually do). 1st edition used a percentile skill system with skill trees. 2nd edition completely revised this. The XP edition again majorly revised the rules¸ eliminating attributes in favor of six skill groups (Management¸ Stealth¸ Violence¸ Hardware¸ Software¸ Wetware). Action resolution is roll under skill on 1d20¸ with chances modified by ""Perversity Points"" which are spent before the roll to modify the chance. - A description from https://darkshire.net/jhkim/rpg/encyclopedia/ with kind permission of John H. Kim The game that started it all! From the minds of Dan Gelber¸ Greg Costikyan¸ and Eric Goldberg¸ the original Paranoia edition. Complete with skill trees¸ percentile rolls¸ and all the Paranoia fun you've enjoyed for years. With a copy of this¸ you can follow the in jokes through every other Paranoia module. It also won the H.G. Wells Award for Best Roleplaying Game!
With the coming of 1987 comes the first rewrite of the Paranoia game mechanics. This is the version I happen to like the best. It's also very uncomplicated: D20s for everything. Pretty much. Get a copy if you can! The box set includes a D20 and 'The Compleat Troubleshooter'¸ a guide to the Mandatory Bonus Duties. Includes EZ-to-copy badges for your vict...err...players to wear!
The crew at West End resets the Paranoia universe to where it was before the Megawhoops and Reboot. The game mechanics change too...not like game mechanics were ever the big thing in Paranoia.