Objective of the Game
Paranoia is a satirical role-playing game set in a dystopian future. Players take on the roles of Troubleshooters, who perform tasks for the all-knowing Computer within the dystopian "Alpha Complex". The main focus is on survival, humor, and betrayal.
Game Setup
- Number of Players: At least 3 players and a Game Master ("GM").
- Materials: A rulebook, dice (mostly six-sided), character sheets, pens.
- Role Assignment: One player takes on the role of the GM, while the others create or are given characters called Troubleshooters.
Gameplay
- Character Creation: Each player creates a character with specific skills, equipment, and secret objectives.
- Mission Briefing: The Computer gives the Troubleshooters a mission to complete, usually involving repair or tracking down "traitors".
- Rounds of Play:
- Planning Phase: Players develop strategies and discuss plans (often secretly).
- Action and Reaction: Players execute actions according to the missions. The GM describes the environment and rolls for unforeseen events.
- Dice Tests: To succeed in actions, players roll one or more dice and compare the results to their skill values.
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Betrayal/PVP: Players can sabotage each other, as trust often ends with a bullet. This can drastically change the course of the game.
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Computer Intervention: The Computer intervenes either to "help" or punish based on player behavior.
- End of Rounds: A round ends when the mission objective is completed or entirely failed. Characters can die and be cloned to continue the game.
Key Rules & Features
- Secrecy: Briefing information is confidential and should not be shared.
- Cloning: Each player has six clones that enter the storyline upon death.
- Humor: The game heavily relies on dark humor and satire.
- Control: The GM has ultimate control and can make spontaneous rule changes.
Strategic Tips
- Be distrustful but not paranoid, as this can lead to untimely death.
- Think twice before informing the Computer; helpful information can turn against you.
- Balance cooperation with personal gain.