Book Description
The Traitor's Manual is the first supplement for Paranoia, perhaps the most unique roleplaying game ever produced. Filled with the same black and ironic humour, The Traitor's Manual will reveal a host of new secret societies, guiding players on how to subvert the power of the computer. It will also teach players how to turn in their friends and fellow players, making it the ultimate guide to getting ahead in the weird world that is Paranoia. Acclaimed publisher Mongoose has brought Paranoia back for a new generation, focussing on a surreal, twisted vision of the future where players are positively encouraged to betray each other merely to survive. There has never been a roleplaying game like it! With a full supporting programme of future products already in development, Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the game's inception.
Customer Reviews:
Best supplement out to date for Paranoia XP..........2006-06-01
And the kicker of being the most treasonous as well.
Simply put, this book outlines every secret society for Paranoia XP, each one is given 3-5 pages.
Besides those pearls, there's a complete adventure in the back and a section on why and how the Secret Societies exist. Now that the corebooks have gone through the entire color spectrum once, I can safely say that if you have the core book and don't have any supplements yet, your best bet is to get either this for explanation on Secret Societies, or Flashbacks for some great adventures in all their hardbound glory.
Book Description
Paranoia XP is the entirely updated and perfected version of the darkly humorous RPG originally published by West End Games. This 256 page book brings back one of the greatest roleplaying games ever produced, in a fabulous new edition utilizing many of the original design team that made Paranoia great.
Customer Reviews:
Paranoia 3: Rise of the Machines.......2006-06-01
Paranoia XP is the newest and in my opinion best version of the Paranoia game line. Here are people who need not apply (just to get you guys on to games better suited for your playstyle):
Gamers who like heavy combat tactics needn't look into Paranoia XP. Most of the weapons will kill a clone in one shot.
Gamers who like strategy in character generation or advancement needn't look into Paranoia XP.
Gamers who tend toward heavier systems (D&D, Rifts, HERO, GURPS) probably should tread with caution, as Paranoia XP's system is one die roll-under for everything. The rules are simple: roll a d20, get under Skill. Then if the GM decides you succeed, you succeed.
Gamers intent on character growth and development can find some support for such here, but under Classic rules, characters die often and hilariously.
If you like intra-party harmony, a good idea for nearly all RPGs, shouldn't look here. Paranoia is about backstabbing your fellow Troubleshooter.
If you enjoy having larger than life heroes, don't look into Paranoia XP. Paranoia XP characters are incompetant, ignorant, and insane.
Well, if you're still here, you either don't care about the above, or you're still interested to hear about the game itself, well, here goes:
By the way, you might have noticed I'm not bothering with any "HAPPINESS IS MANDATORY!" or "NOT AVAILABLE AT YOUR SECURITY CLEARANCE!" stuff, because I know it can be quite offputting to those looking into the game. It's an "in" joke, and using it against people who aren't "in" yet is a bit mean and/or foolish.
The game is about a complex, an underground post-modern utopia called the Alpha Complex, which is run by an AI called The Computer. Or it would be a utopia, if The Computer wasn't insane and paranoid, looking for commie mutant traitors. The Computer has security cameras everywhere, and regulates everything in the complex: air, food, plumbing, industry, economy, etc. Everything. But that's not the worst of it.
The mass of population is heavily medicated, usually happy in their existence mowing about the complex and doing their assigned duties. But not the player's characters! They have gotten the honor of being moved up in security clearance, from a lowly INFRARED to the slightly less lowly RED. Their job has been reassigned to Troubleshooter, and they get a laser gun! They go on fantastic suicidal/impossible missions for The Computer to root out commie mutant traitors, secret society members, and other sabateurs of The Computer. There's only one problem...
All the characters are mutants, and all belong to a Secret Society (perhaps even Communists). All the characters are traitors. And it's not like players don't know that everyone is a traitor. Instant mayhem, just add water and stir.
If this sort of game doesn't interest you, Paranoia XP is not for you.
You are in error. No one is screaming. Happiness is mandatory!.......2006-02-16
This is the single most entertaining RPG book on my shelf. As far as reading the material goes, it's a perfect example of what you can do by turning normally frowned on RPG behavior into a drop dead riot of a game. The emphasis here is on the drop dead part.
While the text of the game goes to great lengths in instilling in the reader a sense of how the game is supposed to be played, in the end there are only two rules that need following.
1. The GM is always right.
2. Happiness is mandatory!
It's that simple, and it couldn't be more fun to read this book. Once you understand that every bit of it is cleverly written to convey the theme of Paranoia to the reader, you don't feel like you are being lectured yet again on the proper application of an attack roll. Rather you are learning what it is to be a GM/Player of this great game.
I only hold one complaint which is so minor that it didn't even effect me giving this game a perfect score.
Normally I don't find it necessary to print two seperate books for the core of a game. I actually prefer many games where GM and player information can be easily included together in one well laid out tome. Basically I don't think it's normally necessary to have to have two or more books to play and run a game. However in this case I think I would've preferred a division of the book into a distinct Player's guide and a distinct GM's manual. I think this is truly one of those games where the player's are better served to discover the ins and outs through regular play. In the case of Paranoia, the fun is in the failure.
ADVICE TO ASPIRING TROUBLESHOOTERS:
If you intend on playing this game, take the books advice and don't read the GM only section. Trust me when I say the tension caused by the unknown is the bread and butter of an enjoyable Paranoia session.
If you're the one buying the book for your group, gather the money together from fellow players and give this as a gift to your GM. He'll thank you, and any GM worth his weight will itch to run this game once he gets his hands on it. After all, what's the point of owning a book you are only supposed to read 48 pages of. PLAY THE GAME FIRST, AND THEN AFTER A WHILE BUY THE BOOK FOR YOURSELF. DON'T RUIN THE FUN BY READING TOO MUCH!
All in all, even if you do intend to ignore my advice and read it all, you'll have a blast doing so. I haven't had this much fun reading an RPG in a long time (with the possible exception of Godlike).
STAY ALERT! TRUST NO ONE! KEEP YOUR LASER HANDY!
highly reccomend, very original RPG.......2005-04-29
This is one of the best RPG's I've come along in a long time...it's extremely unique, fun, relevant to the times, and hillarious! Imagine a dark, dystopian, 1984-like future...except more comic, more insane, and more deadly. It's worth it to buy just to read the book, it's written very well with a dashing brand of twisted humor. My brother loved it too, and just *had* to borrow it once he had read through a bit.
The rules though, I have no idea about...whenever I GM an RPG, I just skip most of the rules and run things in a more story-based, freeform way. So that I can't vouch for...but even if they suck, the setting should make up for it :)
Good text, but the art needs work.......2004-12-13
The new Paranoia XP (PXP) is a refreshing breeze for the game. Well written, obviously very thought out, without the problems of 5th edition. It's hard to give a review without comparing it to older editions, of course. Suffice to say that this might be the edition that brings Paranoia out of gaming limbo.
Everything is well thought out, from mutations to secret societies to the history and functioning of Alpha Complex. The increased use of personal computers, PDAs and the Internet is now reflected in PXP. The humor is present, but in measured doses, and there was (thank goodness) no attempt to go "over the top" with things. No acronyms simply to make funny acronyms, for instance. Character creation is notably different from previous editions (no stats for Strength, Intelligence, etc.), but now characters can improve themselves. With the addition of three play styles - Zap, Classic, and Straight - they may actually live long enough to do so! ("Straight" Paranoia, for instance, presumes a dark, gritty, realistic game, while Classic is 1st/2nd edition style, and Zap is simply "everyone shoots everything and each other".)
The downside? Well, the index isn't as helpful as you might think, and it's hard to find the chapter breaks. Several times when I wanted to look up a specific table or information, I ended up leafing through the book to find what I wanted.
Also, a mention on the artwork. Jim Holloway was the original Paranoia artist in 1984. He's been tapped again for PXP, and it appears his style has not evolved or improved in 20 years. Paranoia purists might enjoy it, but I was hoping for something a little more updated, more in keeping with the times. No, that doesn't mean I wanted a "manga" look, but there have been other Paranoia artists (Greg Guler, Valerie Valusek, Brian Schomburg, Sonya Obrochta, etc.) who might have been used. I've played Paranoia since 1st edition, and Holloway's artwork has not aged well. Unfortunately, the official word is that Holloway's art will continue to appear in PXP products.
Art and index issues aside, this is a good return to the series' roots. Old-school Paranoia fans should be pleased. I hope PXP will bring new fans into the fold as well.
These Rules Rule!.......2004-08-20
I read this book from cover to cover, and I must say that it is cleverly written, well formatted, and easy to understand. Mr. Varney perfectly captures the essence of the original game (released 20 years ago with great success), while updating it with modern gaming concepts and themes relevant to the times we live in. I was a fan of the original "2nd" edition rules, but a definite non-fan of the rather unpleasant "5th" edition rules - as is the case with many of us old-timers. But I am happy to report that this edition stands on it's own - incorporating everything I loved about the "2nd" edition and excluding everything I hated about the "5th" edition. Well done Allen Varney, well done Greg Costikyan and crew, kudos to all. Buy this book - Friend Computer insists.
Book Description
This holiday season, good little citizens should look under their Mandatory Seasonal Happiness Tree for The Mutant Experience by new recruit R. Eric Reuss. This 64-page sourcebook for all things mutant-y includes new cool powers (Speed, Pouches, Creeping Madness, Forgettable), new utterly useless powers and lots of setting information, style tips and tables. The Mutant Experience teaches Paranoia players how to spit acid, control gravity or light or magnetism, stretch, bounce, scream and emit a nauseating vapour. Who doesn't want that? Don't grow a second head without it!
Book Description
The first of the many Paranoia scenario packs scheduled, this is a large scenario book allowing games masters to run their players through adventures created by the devious minds of the original Paranoia designers.
Product Description
Paranoia: the surreal, twisted vision of an Orwellian future where players are positively encouraged to betray each other merely to survive, and the most unique roleplaying game on the market today. Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the games inception - there has never been a roleplaying game like it! Paranoia: WMD is a full-length Paranoia mission in the Straight style, providing Clones with temple-popping, hi-octane action as they strive to prevent (or not) Alpha Complexs destruction at the hands of a recently discovered, ancient technology. Written by chief Paranoia XP writer Allen Varney, Paranoia: WMD is the next instalment of an extensively supported development programme. Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the games inception - there has never been a roleplaying game like it!
Book Description
Released alongside the Paranoia Roleplaying Game, the Paranoia GM's Screen is the essential accessory for the Games Master, particularly considering the schizoid nature of the game itself. The Paranoia GM's Screen brilliantly complements the Paranoia RPG, adding to the feeling of distrust and suspicion that the game itself creates.
Furthermore, the Paranoia GM's Screen comes bundled with a special, `Eyes Only' booklet for Paranoia Games Masters, designed to further enhance the in-game atmospherics.
Containing all the essential rules and tables needed to make the game flow, and with jaw-dropping exterior artwork, the Paranoia GM's Screen is the ultimate Games Master's playing aid.
Customer Reviews:
Best GM Screen I've ever bought........2006-06-01
and I've bought several.
The simple, four panel screen gives you all the important charts you need as a Paranoia GM, and the glossy front of it is sure to inspire paranoia, as it's The Computer's ever-watchful eye surrounded by computerisms such as "Your actions have been logged." and "R&D wants you."
The companion mission blender is also a useful tool for times when GMs just don't want to bother thinking up another pointless suicide mission, and would much rather just roll one up. ;)
Not keeping your players in the dark is treason!.......2006-02-25
I'll keep this simple after all this is a review of a GM Screen.
Positive Traits
+ Sturdy!
This is one of the sturdiest GM Screens I've purchased in a while that is for use with a non-DnD game. Of course it should be, because with Paranoia more than any other game, the GM Screen goes hand in hand with keeping the players ignorant and fearful.
+ Well Layed Out!
This screen is nicely laid out, with all the right stuff printed inside for the GM to torme...er entertain his players. Some screens are too cluttered offering too much and making quick reference a chore. Such is not the case here.
+ Vertical Layout.
Personally I prefer in most circumstances a horizontal screen found most popularly in the current WotC offerings. A horizontal screen allows for a much less obstructed view for both sides. However in Paranoia, there is absolutely nothing wrong with keeping your players in the dark. In fact, the bigger the screen the better, as all players are treasoness and need to be taught to keep their noses out of GM business! :P
+ Extra Booklet of Content!
All screens these days have them as the cover of this small collection of charts and forms will point out. This one is useful, and since Paranoia is just as easily played by the seat of your pants, having random charts for every aspect of the game is a welcome tool.
Negative Aspects
- Odd Arrangement of Player side. (Actually this is a positive as well!! Read on to find out why :D )
The player's side of the screen is simple, with a traditional large image of the Computer, reminding them that someone is always watching you. It does have a nice supply of phrases that fit in with the world printed around the image of the Computer, but they are arranged to read from one side of the screen to another probably making it sort of difficult for players to read them all and take inspiration from them.
(Wait...since the words are broken up quite frequently this can create confusion and discomfort amidst the players who attempt to read them. I guess in that sense it is entirely proper and it turns out my initial thoughts are wrong. There is nothing bad to be said about this product. The Computer is my friend.)
Vendobot steals Sweaty Dynamite from MemoMax archive.......2004-10-01
Shockingly entertaining screen package. The problem with screens in the past has always been a matter of making them worth the money - because cardboard is cheap and the screen generally just makes tables you already have a little more accessible. The vital ingredient in a screen is the extras - and here you get the essential tool for those PARANOIA sessions where you haven't prepared. Yes, of course you could just send the character out to round up a few Commies - but that can get old fast. So, with the Mission Blender, supplied with the screen, you can conjure up a far more imaginative and off-the-wall offering in the space of a dozen d20 rolls, and your players will never know you were totally unprepared. Excellent resource - with extra new forms too - well worth getting to enhance your PARANOIA gaming sessions.
Product Description
Everyone is a traitor! So goes the ethos of Paranoia, the surreal, twisted vision of an Orwellian future where players are positively encouraged to betray each other merely to survive, and the most unique roleplaying game on the market today. Get them before they get you and heres the stuff to do it with! Paranoia STUFF provides 128 pages of bleeding-edge (?) equipment necessary to ensure that the citizen is last clone standing in Alpha Complex, all catalogued in the same black and ironic humour so iconic to the game. Weapons, equipment, cybernetic enhancements, foodstuffs and assorted doodads in many categories -- over 150 items in all. The Computer Phreaks secret society has kindly hacked the listing for C-Bay, the leading Alpha Complex auction site, so for once you can read customer comments that explain how these items may backfire. If you think that will help your Troubleshooter survive better when you get issued this equipment -- well, maybe you're right, but we'll try to prevent that. Written by chief Paranoia writer Allen Varney, Paranoia STUFF is a passionately produced book, the next instalment of an extensively supported development programme. Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the games inception - there has never been a roleplaying game like it!
Book Description
Paranoia is the surreal, twisted vision of an Orwellian future where players are positively encouraged to betray each other merely to survive, and the most unique roleplaying game on the market today. Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the game's inception - there has never been a roleplaying game like it! Written by chief Paranoia writer Allen Varney, Paranoia: Service, Service is the next installment of an extensively supported development programme. Paranoia is destined to once more provide roleplayers with the sort of frantic gaming experience that proved so popular at the game's inception - there has never been a roleplaying game like it!
Book Description
Friend Computer claims that you are now ready for a new debriefing of missions from the minds of clones who came and fell before, and I have been coded to give them to you in our new and clinically-proven anti-treasonous mode of dissemination of information. What is your Clearance, troubleshooter? Okay, I suppose that passes in this case, but I will be monitoring your activities nonetheless. Paranoia Flashbacks II is the second volume of our Flashbacks collection, which takes a look at the old favourites in the original Paranoia RPG series and adapts them for new fans of our version of the Paranoia RPG. We enjoy bringing back the fans from the earlier days of gaming to see how much we enjoyed the original game, and that we want our new Paranoia fans to enjoy them as well. Flashbacks II is a wonderful way to grab a series of missions for your Troubleshooter group in one collection while re-booting the best clones of the original missions. You have been debriefed... go and claim Paranoia Flashbacks II. Friend Computers recommends it over all other Flashback priorities at this moment. You would not want to question the Computer, would you?
Average customer rating:
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Paranoia XP Miniatures Bots Box Set (Paranoia Xp)
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