I like comedy where the situation is ridiculous but the people inside it are taking it completely seriously. As a result my Paranoia games tend to have less in-character silliness but are easier to have in a series of games rather than unconnected one-shots. Different strokes for different folks, of course.
My first game lasted all of 30 seconds before the first shot was fired. GM: "You've all been called into the Troubleshooter office. None of you know why you're here." My Friend: "I know why we're here." Me: "TRAITOR!!" *BLAM* He survived, but it set the tone for the rest of the game.
I have repeatedly said that I would never play Paranoia because every anecdote I've ever heard about it made it sound like a miserable experience. But this... this looked fucking FUN.
like any tabletop it's miserable if you have the strictly IC rules lawyers I must win type people (since this is marginally pvp) most things are fun if you're having a lark with friends
A sincere thank-you for watching it when all the evidence led you to think that it would be a miserable experience. I appreciate you keeping an open mind. (Of course, other people being miserable might theoretically still be fun to watch...)
Which edition of Paranoia was this? (Paranoia XP?) And, where did you get the campaign materials from? (If homemade, are they available online somewhere?)
It was based roughly on Paranoia XP, but I house-ruled it. For example, I scrapped tics as a means of generating extra perversity points and created methods tied to secret societies. Is that what you mean by campaign materials? I don't have them on-line, but everybody read them out at the end of the game.
Wait wait wait.. they were supposed to introduce themselves in alphabetic order and Chris-R-ULP-1 took the word before Cassidy-R-BHO-1 even had a chance? Traitor!
I think this might actually be my favorite AFK stream ever, and it prompted my friend and I to pick up paranoia, so I'd say you did a pretty great job! :)
A combination of autism making me get confused easily and bad at reading social situations, and anxiety disorder making me nervous and prone to panic. Plus a ptsd-like reaction to being in situations where there's firm rules but no one will tell you all of them and you find them out by breaking them and getting in trouble. I had to nope out of a card game with that style of play once because I started freaking out one hand in. And that was in a game where "punishment" just meant "draw another card". Honestly, Dale's GMing style for this game seems the least likely to set me off of any Paranoia GM I've witnessed so far, but I'd rather just keep watching from the side lines and not risk having an episode.
2:25:20 I would have said I used the promo stickers hes been giving out to patch the hole in the backpack ;p they are like duck tape you can never get rid of them.
spindowns may or may not be better than other dice but meh. If someone has honed their skill to the point they can cheat to get whatever result they want on that die, clearly winning is more important to them then anything and I'm not going to get in the way of that.
Great bit of nostalgia, I love me some Paranoia, back in the 80's-90's I picked up absolutely everything I could for it, even if I didn't really play it that much, the books were hilarious just to read. I've put up a video about it myself over on my channel along with a bunch of other Retro RPG's. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-k-vEHh3MEps.html
To anyone planning on watching this to learn what sort of a game Paranoia is... These people are not playing Paranoia. They are playing some kind of fluffy hug sim with a few Alpha Complex tropes on top. I waded through an hour, and so far, there are no secret societies, mutations, treason, deceit, extortion, lies or deaths. No one has passed a single secret note. No one has pick-pocketed essential equipment, requesitioned a Vulturebot or been molested by an insane robot. The Computer has so far been helpful and udnerstanding, and has not once questioned anyone's loyalty. This is not Paranoia. Paranoia (except 5th ed) is a hugely entertaining adversarial RPG where your only rational motivation is to be executed for treason slightly less than the rest of the people at the table. Nothing of what has happened on that table resembles the game in any way whatsoever, which is remarkable as the primary, and indeed only, actual rule is also the single word title of the game, repeated multiple times on every single page of every single book.
If you're planning to watch this to learn what Paranoia is, don't listen to this person who didn't watch to the end because they do pass secret notes and have secret societies and mutations. Some ppl even do a sabotage.