40 Years of Paranoia

I. Dear Reader,

Paranoia came out in 1984. Right at the end of the first decade of RPG publishing. It’s both a system and a setting. The setting is shenanigan-central – a city called Alpha Complex ruled by a mad AI called Friend Computer. The rules have gone through at least 6 editions but the core has been the same: dangerous missions, bumbling protagonists, slapstick outcomes. There’s secret societies (with secret objectives), abundant clones (so death is no big deal), and a lot of trying to kill each other without getting caught.

A big part of reading these older games for me is seeing patterns. What changed? What remained the same? I didn’t expect to think: what teaching tool that would be a good idea in 2024 was implemented in 1984?

In the first Player’s Handbook for Paranoia, there is a solo adventure. It’s written like a game book with instructions to “Flip to 24 if you do X, Flip to 12 if you do Y” and so on.

Here’s the first page:

Page 16 of the Paranoia Player’s Handbook circa 1984

The first time I ran through it, I died before we went on the mission. Also, as I was reading, I looked at point 27 for no reason and it said, “This paragraph is not part of the solitaire adventure. Therefore, if you’re reading this, you have not followed Friend Computer’s instructions. Give yourself 1 treason point.” Oops.

You can say that I learned more about this game than the mechanics. Actually, I learned very little in terms of mechanics, just the basic form of what making a check looks like and how skills work. But it did give me a pretty good idea of what to expect from play. And that is something very valuable!

Interestingly, this is in the Player’s Handbook but thinking in terms of someone running the game, it gives you a solid picture of how a mission starts. I’ve talked about this before but a cold start is the hardest thing. Nowadays people will watch or listen to AP but for me, a solid example of play in the book is essential. This is just an example of play – except its interactive. And that is very cool.

Did any other games try this? Has anyone seen this anywhere else? Please let me know!

Yours, seeking ultraviolet security clearance,

Thomas


II. Media of the Week

  • Not sure how I missed this for so long but there’s a very fun short film on the Good Times Society channel called High Stakes that won best film at GenCon. It features a bunch of people you might recognize from Dropout and things like that.


III. Links of the Week

  • On Rascal News, it was a good week.
  • On A Knight At The Opera blog, Dwiz spins a satirical tale of one 5e player’s descent into madness.
  • On Fandomentals, there’s an interview with Zach Cox about making “the saddest, gayest vampires they could in Paint The Town Red“.
  • On EnWorld, a review of cartoon-y space dinosaur game, Kosmosaurs.
  • This is a really nice overview of Confluence, a huge RPG project with lots of different creators. It’s built around atlases, which are diagetic guides to the world.
  • Explorer’s Design has a nice post trying to do a hard thing: outlining a framework for how to start designing.
  • I enjoyed this post by designer GoblinCow about Mork Borg and being inspired to create.
  • There’s a future bundle raising funds for hospitals in Ukraine and you can contribute a game here.

From the archive:

  • Ava Islam’s great post about memory, specifically how to design with awareness about what GMs have to keep in their heads. (Issue 59, September 2021)

IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

  • Confluence: The Living Archive is a genre-blending TTRPG of fantasy, sci-fi, and horror, built to tell collaborative character and place-driven stories. Launching on Backerkit, October 15!
  • Downcrawl 2E is a new edition of the TTRPG toolkit for exploring a weird, wondrous underworld of stalactite cities and fungal gods. Now supports zero-prep and solo play!
  • 🎲DIE in a Dungeon is a solo/cooperative, narrative dungeon-crawl that turns your RPG dice into doomed heroes! Grab it and/or the DUNGENERATOR decks on Kickstarter 10/10!
  • Explore dungeons, face deadly foes, and claim legendary loot in Slay the Dragon RPG! With streamlined rules and rapid gameplay, it’s RPG nostalgia with a modern twist.

This newsletter is sponsored by the the wonderful Bundle of Holding.


Hello, dear readers. This newsletter is written by me, Thomas Manuel. If you’d like to support this newsletter, share it with a friend or buy one of my games from my itch store. If you’d like to say something to me, you can reply to this email or click below!

3 responses to “40 Years of Paranoia”

  1. potatocubed Avatar

    Didn’t one of the early D&Ds have a solo adventure in?

    In other games, I know Malestrom had one — the first section was ‘did you make an assassin?’ and if you didn’t the adventure ended immediately — and an old edition of GURPS I had had one in as well. I want to say 2nd edition?

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  2. Mr. Sauli Avatar
    Mr. Sauli

    Right, the D&D basic red box edited by Frank Mentzer (that’s the latter one, the B in BECMI) has an excellent 3 part introduction to play. the first of which is a choose-your-own adventure style story in which you are betrayed by the evil wizard Bargle. the second part is still a choose your own adventure but more focused on the mechanics of combat, dungeon exploration, and resource management. Third part is a basic one level adventure in a ruined keep infested by kobolds and a carrion crawler, with instructions on how to flesh out the second level by yourself.

    It’s really great, one of the best introductions to D&D I think. And also came out in 1984.

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  3. blackethical Avatar
    blackethical

    i think D&D B2 Palace of the Silver Princess had a similar approach to the first level of the dungeon to teach DMs how to run a game

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