I want to preface this question with the fact that I am a relatively novice GM in general and I am looking for ways to improve my naive skillset.
I am preparing to run a couple missions with a group of friends that are interested in Paranoia setting and have role-played before. Paranoia gives a very different vibe from most of the settings we have played before and I want to make sure that I convey the game elements appropriately, which has me concerned with the Mutant Powers.
Since the powers are meant to be kept secret, I understand that note-passing to the GM is the main form of activating a power. For powers that are mental, the result can be passed back, but for describing physical powers and their eventual side effects (glowing eyes and the such), how do I keep it from being too obvious to the other players that a power has been activated? Since Troubleshooters are supposed to believe that mutants are rare, I feel like describing to the group what has happened is almost too obvious. Is there a way to keep powers from being too easy to spot or is that exactly how it is supposed to be?
Best Answer
Troubleshooters should understand that Friend Computer would never make a clone a mutant
I'm putting this concern first because if you don't have it, I think that mutants in Paranoia don't really work.
It may indeed be obvious. The mutant suddenly turns into the Human Torch. The troubleshooters shoot it and then pop open a Bouncy Bubble Beverage to celebrate. The clone replacement comes in and happily greets his team, and the team knows that the last clone was a Commie who infiltrated the ranks. This clone is surely not a mutant.
I think that this attitude also should lead to some initial skepticism to some of the less dramatic mutant powers, rather than an immediate execution. Which leads to…
Encourage players to come up with spurious logic to explain their mutant powers
A clever Troubleshooter will explain that he has experimental R&D contact lenses or he just has a glimmer in his eye from shooting a Commie.
I usually make it so that how much they can get away with corresponds to how many clones they've gone through and the time left in your session. If you have three hours to go and they're on clone 4, let them get away with more. If you have half an hour left and they're on clone 2, raise your standards of spurious logic.
Let them shoot the mutants when it's obvious
This is Paranoia after all. If the players don't feel like they're allowed to shoot mutants, it won't be as fun.
But of course, Syn-R-Gy-2 will not be a clone because Friend Computer would never make a mistake like that.