Philip Dhollander |
Paranoia...
and see who survives more than 24 hours (in real life as well) ;-)
The short of it:
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.
Frequently the player characters receive missions that are incomprehensible, self-contradictory or potentially fatal, equipment that is dangerous, faulty or experimental, and side-missions which conflict with any other instructions the players may have received. 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. Missions can therefore 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. 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.
The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is specifically forbidden for players (and punishable by the summary execution of their character) and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.
The full of it:
http://en.wikipedia.org/wiki/Paranoia_(role-playing_game)
Megan Robertson |
Blue Planet (fortunately the Player's Guide actually contains all you need to play, the Moderator's Guide is setting information!).
Fortunately, my memory is good enough not to need to have the rulebooks to hand to run most games... she says, recalling a game of AD&D that lasted all around the Indian Ocean on a cruise ship and then on an aircraft from Mumbai to Manchester... without a single game book. Dice, however, are essential but I always carry a set :)
Larry Lichman Owner - Johnny Scott Comics and Games |
PsychoticWarrior |
So, you're stuck on an island with no hope of rescue with 4 friends. You had time to grab ONE (and ONE only) RPG book. What was it?
I'm torn between 1e WHFRP or TSR's 3rd ed. DragonQuest. Call of Cthulhu and perhaps Traveler New Era are tempting.
S.
PS: You have dice... :)
Only one choice for me
Warhammer Fantasy RPG v1.
The only game I would even consider second (and it would be a long way in second) would be Rules Cyclopedia D&D. As always with questions like these limiting it to a single book cuts down on choice a lot.
feytharn |
If I'm able to grab enough insuline to last, probably Eden Studios Armageddon - enough character rules tu play Witchcraft, superhero, horror or even fantasy games, easy enought to modify. If I don't have enough insuline probably Savage Worlds of Solomon Kane - great setting, easy rules and a short enough campaign ;)
Face_P0lluti0n |
Well, I'm tempted to go with Pathfinder...especially if I can go beyond the "Big Two" and bring the APG.
The other one I'd be tempted to bring would be Green Ronin's True20. Just enough crunch to keep things interesting, without crossing over into the "too much crunch" criticisms that are bandied about by d20 anti-fans, and it's got campaign settings or genre toolkits for almost anything, from Fantasy to Space Opera to Huge Anime Mecha.
CourtFool |
Hero 5th Edition. 6th Edition is broken into two books, so no go. I would also choose Hero over G.U.R.P.S. because G.U.R.P.S. really needs all those support supplements to really shine. You can not do supers with core G.U.R.P.S. and magic and psionics are really limited.
Mutants & Masterminds would be a close second, but again, I think it needs some of the support to extend its potential.
Sharoth |
Hero 5th Edition. 6th Edition is broken into two books, so no go. I would also choose Hero over G.U.R.P.S. because G.U.R.P.S. really needs all those support supplements to really shine. You can not do supers with core G.U.R.P.S. and magic and psionics are really limited.
Mutants & Masterminds would be a close second, but again, I think it needs some of the support to extend its potential.
~GASP~ YOU would bring Hero? No! NEVER!!!
~GRINS~
bugleyman |
Hero 5th Edition. 6th Edition is broken into two books, so no go. I would also choose Hero over G.U.R.P.S. because G.U.R.P.S. really needs all those support supplements to really shine. You can not do supers with core G.U.R.P.S. and magic and psionics are really limited.
Mutants & Masterminds would be a close second, but again, I think it needs some of the support to extend its potential.
I second Hero 5th, revised for a *single* book. Two bad about 6th following GURPS into multi-book territory. I'm also tempted by Savage Worlds, but it can't compare (sans supplements) to Hero's "do everything" ability.
Sebastian Bella Sara Charter Superscriber |
kessukoofah |
I'm gonna throw in with the Savage Worlds crowd. The reason being how versatile the little book is. I was torn between that and World of Darkness, except that the latter is almost inherantly depressing and I don't think a bunch of castaways really need that. Not good for morale. At least with Savage Worlds you can be a bit optimistic and distracting with the campaigns.
Though the reason given above for RIFTS makes it a pretty good choice too...
Sebastian Bella Sara Charter Superscriber |
Druuw |
Druuw wrote:Good question. It would probably be BESM (2nd Edition), or Vampire Masquerade.I'll always have a little place in my heart for that first edition BESM book. I've actually run a game out of it. Not my best game, but that had as much to do with inexperience as with the game.
The first edition was good. I have picked up a copy of the third edition, but just cannot get to grips with it.
The Admiral Jose Monkamuck |
The Admiral Jose Monkamuck wrote:The first edition was good. I have picked up a copy of the third edition, but just cannot get to grips with it.Druuw wrote:Good question. It would probably be BESM (2nd Edition), or Vampire Masquerade.I'll always have a little place in my heart for that first edition BESM book. I've actually run a game out of it. Not my best game, but that had as much to do with inexperience as with the game.
Never realised there was a 3rd edition, I stopped following the system a while back. I take it there were a LOT of changes?
DrGames |
So, you're stuck on an island with no hope of rescue with 4 friends. You had time to grab ONE (and ONE only) RPG book. What was it?
I'm torn between 1e WHFRP or TSR's 3rd ed. DragonQuest. Call of Cthulhu and perhaps Traveler New Era are tempting.
S.
PS: You have dice... :)
I have a bunch of classic RPG games listed at http://zhalindor.com/tempreloc/staatsrpglib.htm to whet the appetite.
RuneQuest or the BRP from Chaosium. You can do most anything with it. I've taught it to folks from all over the world. (I had to keep bribing the penguins with fresh smelt though.)
In service,
Rich
www.drgames.org
DrGames |
Ah yes paranoia...
Great fun for a session (maybe two) but I can't see how you could run a campaign of it. As a beer and pretzels roleplaying game it very much is the best though.
The WEG folks put out a supplement called HIL Sector Blues that had the characters start as blue level operatives. You could get a little longer runs with that set-up.
Most standard Paranoia games that I played in never made it out of the ready room.
:-D
In service,
Rich
www.drgames.org
gurps |
So, you're stuck on an island with no hope of rescue with 4 friends. You had time to grab ONE (and ONE only) RPG book. What was it?
I'm torn between 1e WHFRP or TSR's 3rd ed. DragonQuest. Call of Cthulhu and perhaps Traveler New Era are tempting.
S.
PS: You have dice... :)
Ptolus of course.
I played long enough (26 years) to improvise any rule, so I don't need a rule book
On an island, I will see enough of nature not to play a wilderlands game
I will finally have enough time to prepare and reread Ptolus
Ptolus has enough inspirational power to drive a campaign for eons :)
w0nkothesane |
Probably Starblazer Adventures. Not because it's my favorite RPG (don't get me wrong, I love it).
I'd pick it because it's massive, easily customized, easily prepped for, easy to add options and content, and the FATE system is easily adjusted to just about any genre I might want to play in.
Other contenders would be True20, GURPS, or one of the other FATE 3 games such as Spirit of the Century or Diaspora. Pathfinder is only out of the running because it's two books and having to do without the monsters (or rules for making them) would drive me insane.
Eben TheQuiet |
This is a good question. I'd have to go with the oft-overlooked and oft-disliked dp9 CORE book. It can very easily be used for a high fantasy or a simulationist game, sci-fi or realism. The down-side being it has a bit of a learning curve. But hey... YOU'RE STUCK ON A DESERT ISLAND! WHAT ELSE YOU GONNA DO?
: shrugs :
but that's just me.
Oh, and it only requires d6 dice... surely those are the easiest to care out of coconuts, right?
J.S. |
Cybergeneration.
It's not big, but it's deep. I can't think of another game where the premise was so simple as "go to the corner store for tampons" or "get food at Senior Falafel" where such pointedly simple ideas could extend into 3-5 hour adventures that everyone enjoyed.
And, once you tire of that, advance the plot arc ('cause R. Tas sure avoided doing that)!