Site hosted by Angelfire.com: Build your free website today!

Rambleing Thoughts About the Game

 

GMing Paranioa

You know so far I have gmed two games of paranoia and for the most part it has been pretty sucessful.  We all had lots of fun and great memories that will last for quite some time.  The thing is I pretty much ignor the rules of the game.   YOu see we all travle at such a rapid pace and move at such rapid speeds that I don't have time to concult a check chart or look up the combat rules because I never botherd to learn how armor works.  I just did it and rected as fast as I could giveing my players as little time to think as possible.  So I ignor dice rolls...when I rember to roll them.  But you know I've come to the desiotion that it's better that way.  When my players die I want it to be beacuse I said so and not because some crappy dice rolls.  You know it's kinda funny I don't even use the book when I GM.   I don't need to I got an imagination and I'm getting better at improvision all the time.

R&D

You know when I first read the rules for R&D I pictured a very very large room filled with with crazed techs runnig around with weapons and items.  A huge metting place in the middle where they all gathered and talked and around the edges there would be work benches and testing centers.  Just about all of it would be in the open in one room.  Along the wall would be filled with doors that hold variouser things or house paticularly bizzare exparaments.  And there would be little bald midgets running around helping out.  Lots and lots of little bald midgets.  Why them you ask well think about it just about all mad scientist of some sort have some kind of little helper guy.  So from now on anytime my palyers go to R&D there will be some random little helper fellow running about.  Like little racoon people or imps!   In fact there's a chart for them on my chart page.  Also R&D is a place of danger crazyness and fun.  I strive to enshure that any trip to R&D is not breif but full of wild excitement and danger.

Charecters and Villians

I beleive that every role playing game campain should have some reoccuring charecters that just seem to giver the game some more flavor and life.   While my players never use the same charecters from one adventure to the next it's nice to have a unifying villian or two that keeps popping up everyonce inna while.   Also keep their old charecter sheets.  YOu know there is a certain type of justice when there debreifing officer is one of there old charecters, or a victem of a R&D exparament or despening equitpment at PLC.  Keep them around I'm shur the players would like to hear from their old charecters and see how there doing.  And of course have the chance to wack them is always nice. 

This Section of My Page

YOu know of all my sections this one will grow the slowest.  Really this game can be descirbed as fast furious unpredictable and fun.  All you must remeber is that you must ignor the rules when nessiary and never ever say flat out no.   Always have something happen to them when they try to do anything.  THe only excetion to this is mutant powers if they fail they fail.  Only when they fail big time should something happen.

PLC

I like makeing my players go to PLC.  It's like a huge melting pot of a place where every one goes and meets and sees all sorts of stuff.  This is the place where players usualy come into illeagal hardware or meet important people.  As soon as they get there equipment they are assulted by crazy eddies and communists all trying to snag a peice of there stuff.  I dunno it's a fun place to go.

The Two Types of Adventures

You know so far I've GM'ed paranioa twice and the format of the adventures has been pretty much compleatly diffrent.  The first adventure they started off in the breifing room, they didn't go to PLC or R&D and they spent the entire adventure trying to accomplish only one thing (get a cylinder of explosive liqued from piont a to point b).  THis may not sound like to much fun be trust me we made it entertaining.  THe next adventure they had to find the breifing room, find R&D, find PLC, find the breifing room, and then find the place where the action was going on.   By the time they were done finding anything I had to cut the rest of the adventure short because they all had maby one or two clones left, and basicy they all went throught maby 7 clones each (we had to put off the adventure for a while due to me going somewhere so I gave them back all there clones then next time we met).  Each of them has there strong pionts and weak pionts and I like them both.  Now in this next adventure I will strive to find a happy medium between the two.

Paranoia Main

MAIN