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    Group logo of The Seventh Detachment of The Computer's Most Disposable Troubleshooters

    The Seventh Detachment of The Computer’s Most Disposable Troubleshooters

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    Active 6 years ago

    A simple RP/ Gaming group for the RPG Paranoia. But what is Paranoia you ask?
    Paranoia is a... View more

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    • Profile photo of Yuri Bychovskaya

    Group Description

    A simple RP/ Gaming group for the RPG Paranoia. But what is Paranoia you ask?
    Paranoia is a humorous role-playing game set in a dystopian future similar to Nineteen Eighty-Four, Brave New World, Logan’s Run and THX 1138 among others; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy.
    The game’s main setting is an immense and futuristic city called Alpha Complex, which is controlled by The Computer, a civil service AI construct. The Computer serves as the game’s principal antagonist, and fears a number of threats to its ‘perfect’ society, such as The Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, The Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually Troubleshooters, although later game supplements have allowed the players to take on other roles.
    The player characters frequently receive missions that are incomprehensible, self-contradictory, or fatal, and side-missions which conflict with any other instructions the players may have received, and are issued equipment that is dangerous, faulty or “experimental” (i.e. almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and/or a secret society member, and has a hidden agenda separate from the group’s goals, often involving stealing from or killing teammates. Thus, missions often turn into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game’s manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.
    Every player’s character is assigned six clones, known as a “six-pack,” which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, Paranoia allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character’s clone family. Additional clones can be purchased if one gains sufficient favour with the Computer.

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