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Bettina Beispiel schrieb am 3.2. 2002 um 01:22:59 Uhr über

Pseudoschriftsteller

Description
A game of simple mechanics, and spurious logical arguments. Based in a futuristic underground complex ruled by a terminally fucked-up computer system. The protagonists are clones in a frenzied world of lies, treason, and secret genetic mutations. This game is played for fun.

Don't expect any character development, or sophisticated moral arguments. Don't even expect to live that long. (You get to play through six clones, before generating a new character sheet.) The whole point is to try and talk/laser/betray your friends out of a series of almost impossible situations, whilst trying to look your best, and avoid taking any blame or responsibility.

It's fun. Play it.

Rulebooks
The GM should buy a rulebook. The players shouldn't. There've been several incarnations of the rules, all of which are basically ok, so you could happily buy a second-hand set. Current version is the 5th edition, and costs about £16. All editions of the rules come with at least one starting adventure.
Modules
Prospective GMs are advised to by some commercial adventures, and read them thoroughly before playing. Paranoia needs to be kept moving, more so than any other system (except perhaps TOON). So you really do need to know what you're up to. There used to be quite a choice of modules, and add-on bits, but there's less now. Some of the modules form parts of campaigns, and should be played in order. Be particularly aware of the post-crash series, which should probably be avoided at first. In practice, of course, Paranoia campaigns are basically impossible. Characters simply don't live long enough, and most adventures turn out to be one-off affairs.

As well as buying the adventures, a GM should consider gathering together some props. A water-pistol is an obvious prop, although you have to make sure none of your players get hold of it. Also consider anglepoise lamps, or bare swinging bulbs, for those inevitable interrogation scenes. Player handouts are an expected feature of all paranoia, and all commercial adventures will contain pages for you to photocopy and hand out. Consider making a few of your own too, and consider tearing some of them up a bit first, spilling food on them, or covering them with communist graffitti.



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