[RPG] How to get a new group into the spirit of the game Paranoia

gm-techniquesparanoiasystem-introduction

My roleplaying group is talking about taking a break from our 4e D&D campaign for a bit, and doing some one-offs. We are planning on doing a few sessions with a GURPS game of some sort, and the prospect of playing a session or three of Paranoia came up. I love the setting of Paranoia, and am planning on running something with it.

I have attempted to run it in the past, and it failed miserably. Some of that was my fault, I am certain, for not explaining enough of what was going on to the players. Some of that was that the players were taking it too seriously, and trying to work together too much. Some of it was … who knows?

Anyway, I would like this to be as good an experience as possible for this group. None of them, except my wife, have played Paranoia before, and she played with me the previous time I tried to run it. How do I get people into the mood/spirit of the game? I am planning on giving them pre-genned character sheets, and probably doing some of the initial
"surveys" and what-not that are recommended at the back of the book. (I ran the introductory "Scrubbing Bubbles" scenario in the back of the book that previous game with my wife, so that scenario is out.)

I am using Paranoia XP in case it matters, and I was planning on running it in a Classic style with some Straight elements, though if there are good suggestions as to why I should move it in a different direction I am really interested to hear them.

Best Answer

Random advice from a Paranoia GM

  • Plan one to three sessions. Too much longer is not easily sustainable, at least not without toning the violence and craziness down and getting buy-in from the whole group.

  • Make sure that each PC has good reasons to kill at least two other PCs. Ok, maybe not good reasons, but reasons.

  • PCs' agendas will be defined by their mission, their secret society, and their service group/firm. Have these conflict for just about every PC, so that they're torn about what they should be doing. Swap them up during play via direct questioning by The Computer, NPCs during play (like their Briefing Officer), their secret societies (make their priorities known and have them change for ineffable reasons), etc.

  • Give each player at least one treasonous item. Maybe even something useful.

  • Explain note passing. They should be sending you notes all the time.

  • Pass out Perversity Points like candy. (I use poker chips.) Any time a player does something hilarious, in the spirit of the game, forwards the basic plot (if any), takes the players out of a boring situation, blames something on another PC, sends an awesome note, or realizes just now screwed they are and rolls with it anyway, give them a chip or two. Reward firsts early to get the ball rolling. First note from a player? Here's a chip. First attempt to harm another PC? Chip. First attempt to use a mutant power? Contact The Computer? Use equipment they don't understand? Willingly talk to a citizen of higher clearance? Use their hidden, treasonous equipment? You get the idea.

  • Even if using pregens (highly recommended), make them roll for their mutant power. If it comes up something boring (Uncanny Luck), offer to let them reroll. This makes it random and interesting for you, and might even give them a tiny amount of buy-in.

  • Ask them if anyone wants to register their mutation. If you're feeling nice, warn them of the consequences.

  • Use Mandatory Bonus Duties. I like to have them get assigned during their Briefing. Consider giving the Team Leader duty to the quietest player. Suddenly, they'll have a lot of talking they'll need to do. Have the Team Leader assign the other duties, or have you via the Briefing Officer do it. Give them their MBD equipment immediately.