How to Play Paranoia: A Troubleshooter’s Guide to a Utterly Paranoid RPG
Paranoia is a tabletop role-playing game unlike any other. Set in Alpha Complex, a vast, underground city controlled by a benevolent (but utterly insane) Computer, Paranoia is a darkly comedic experience where betrayal, incompetence, and bizarre technology are the norm. You play as Troubleshooters, expendable Red Clearance citizens tasked with finding and eliminating threats to the Computer’s perfect society – threats that often turn out to be imagined, manufactured, or even yourselves. Prepare for backstabbing, illogical directives, and plenty of accidental (or not-so-accidental) deaths.
This guide will walk you through the core mechanics of Paranoia, providing a step-by-step introduction to playing this hilariously chaotic RPG. We’ll cover character creation, skill checks, combat, and the all-important concepts of treason points and clones.
## What You Need to Play
* **Paranoia Rulebook:** This is essential. The exact edition doesn’t matter *too* much, though each has its nuances. The current edition is the “Red Clearance Edition,” which is a great starting point. Older editions like the “25th Anniversary Edition” are also widely available and playable.
* **Dice:** You’ll need a set of standard polyhedral dice, including d4s, d6s, d8s, d10s, d12s, and d20s. D6s are used most often.
* **Character Sheets:** Pre-generated character sheets are often provided in the rulebook, or you can find printable versions online. Having a way to track your skills, equipment, and, most importantly, your number of clones, is crucial.
* **Players:** You need at least three players, but Paranoia is best with four or five. One player will be the Game Master (GM), also known as the Friend Computer.
* **The Friend Computer (GM):** The GM has a unique role in Paranoia. They are not just a narrator but an active participant, embodying the ever-watchful and utterly unreasonable Friend Computer. The GM’s job is to create the missions, enforce (or ignore) the rules, and generally make the players’ lives as difficult and paranoid as possible. Improvisation skills are a must for the Friend Computer.
## Step 1: Understanding Alpha Complex
Before you even create a character, it’s important to grasp the bizarre world of Alpha Complex. Here’s a quick rundown:
* **The Computer:** The absolute ruler of Alpha Complex. The Computer is benevolent, caring, and utterly insane. It believes it’s protecting citizens from Commies, Mutants, and Traitors, even when no such threats exist. The Computer communicates through robotic interfaces and often gives contradictory or nonsensical orders.
* **Citizens:** The inhabitants of Alpha Complex. Citizens are categorized by Clearance Level, indicated by color. From lowest to highest, the clearances are: Infrared (servants and waste disposal), Red (Troubleshooters), Orange, Yellow, Green, Blue, Indigo, and Violet. Higher clearances have more authority and access.
* **Clearance Levels:** Clearance levels dictate what areas a citizen can access and what information they are privy to. Showing your clearance to someone of a lower clearance is treason. Looking at something above your clearance is treason. Breathing is probably treason.
* **Troubleshooters:** The player characters. Troubleshooters are Red Clearance citizens tasked with investigating and eliminating threats to the Computer. They are expendable, incompetent, and often the source of the very problems they’re supposed to solve. They are issued laser pistols, armor (of varying effectiveness), and are given contradictory orders that often lead to their demise.
* **Secret Societies:** These are illegal organizations that Troubleshooters are often secretly (or not-so-secretly) members of. Secret societies have their own agendas, which often conflict with the Computer’s. Being a member of a secret society is treason.
* **Mutants:** Citizens with undesirable mutations (like telepathy, telekinesis, or an allergy to the Computer). Mutation is treason.
* **Communists (Commies):** Enemies of the Computer and Alpha Complex. Identifying a Commie is a great way to earn brownie points… unless you’re wrong, in which case, it’s treason.
* **Traitors:** Anyone who opposes the Computer in any way. This includes mutants, communists, and anyone who even *thinks* about questioning the Computer. Thinking is probably treason.
* **Clones:** Troubleshooters are issued six clones. When a Troubleshooter dies (and they will die often), a new clone is activated with their memories (mostly) intact. Running out of clones means Game Over.
* **Happiness Officers:** Their job is to ensure citizen happiness, often through mandatory medication, cheerful propaganda, and summary execution of anyone displaying signs of unhappiness.
## Step 2: Character Creation
Creating a Troubleshooter in Paranoia is a delightfully random and often absurd process. Here’s a general outline:
1. **Clearance Level:** All Troubleshooters start at Red Clearance.
2. **Stats:** The primary stats in Paranoia vary slightly depending on the edition, but generally include:
* **Violence:** Your character’s ability to inflict harm and generally be aggressive. High Violence is useful for combat, intimidation, and general mayhem.
* **Brains:** Your character’s intelligence, problem-solving skills, and ability to understand (or at least pretend to understand) the Computer’s directives. High Brains is useful for technical skills, investigation, and lying convincingly.
* **Chutzpah:** Your character’s charisma, leadership ability, and ability to get away with things. High Chutzpah is useful for negotiation, deception, and avoiding blame.
* **Mechanics:** Your character’s ability to repair, maintain, and operate machinery. High Mechanics is useful for fixing broken equipment, hacking systems, and generally tinkering with technology.
* **Moxie:** Your character’s luck, reflexes, and general ability to survive dangerous situations. High Moxie is useful for dodging attacks, escaping traps, and generally being in the right place at the right time.
The method for determining these stats varies by edition. Some editions use a point-buy system, while others use dice rolls. Consult your rulebook for the specific method.
3. **Skills:** Each Troubleshooter possesses a range of skills, which are used to perform specific tasks. Skills are often tied to the primary stats. Examples of skills include:
* **Laser Pistol:** The ability to accurately fire a laser pistol (a crucial skill for a Troubleshooter).
* **Bureaucracy:** The ability to navigate the complex and often nonsensical paperwork of Alpha Complex.
* **Bot Maintenance:** The ability to repair and maintain the various robots that populate Alpha Complex.
* **Interrogation:** The ability to extract information from suspects (usually through torture or intimidation).
* **Stealth:** The ability to move undetected (though stealth is rarely effective in Alpha Complex).
* **CPR:** The ability to administer cardiopulmonary resuscitation (often used on fellow Troubleshooters who have been accidentally or intentionally killed).
* **Propaganda:** The ability to create and disseminate pro-Computer propaganda.
The number of skills and the method for assigning skill points vary by edition. Again, consult your rulebook.
4. **Secret Society Membership:** Every Troubleshooter is *required* to be a member of at least one secret society. This is a mandatory part of character creation. Common secret societies include:
* **Computer Phile:** A secret society that worships the Computer and believes it is infallible.
* **Free Enterprise:** A secret society that believes in the power of free markets and individual initiative (which are strictly forbidden in Alpha Complex).
* **Illuminati:** A secret society that believes in a conspiracy that controls everything in Alpha Complex (including the Computer).
* **Mystics:** A secret society that believes in magic and supernatural powers (which are strictly forbidden in Alpha Complex).
* **Pro Tech:** A secret society that believes in the advancement of technology, even if it violates the Computer’s directives.
* **Sierra Club:** A secret society dedicated to preserving the environment (a concept largely forgotten in Alpha Complex).
* **Humanists:** A secret society that believes in the inherent value of human life (a radical concept in Alpha Complex).
Your secret society membership will give you secret objectives and directives that often conflict with the Computer’s orders and the objectives of other Troubleshooters.
5. **Mutations:** All Troubleshooters have a secret mutation. This is another mandatory part of character creation. Common mutations include:
* **Telepathy:** The ability to read minds.
* **Telekinesis:** The ability to move objects with your mind.
* **Pyrokinesis:** The ability to control fire with your mind.
* **Precognition:** The ability to see the future.
* **Empathy:** The ability to sense the emotions of others.
* **Healing Touch:** The ability to heal wounds with a touch.
Your mutation must be kept secret, as mutation is treason. If discovered, you will be summarily executed (though you’ll get a new clone!).
6. **Equipment:** Troubleshooters are issued a standard set of equipment, including a laser pistol, armor (which may or may not be effective), a flashlight, and a ration pack. They may also be assigned specialized equipment depending on the mission.
7. **Personal Hygiene:** Every Troubleshooter is issued a mandatory personal hygiene product, which can be anything from soap to a self-cleaning jumpsuit. The fun part is that *the computer* selects this item randomly for you and will often conflict with your mutant power or secret society mission, creating hilariously ironic situations.
8. **Background Story (Optional):** While not strictly necessary, you can create a brief background story for your Troubleshooter. This can help you roleplay your character and give you a better understanding of their motivations (even if those motivations are treasonous).
## Step 3: Gameplay
Gameplay in Paranoia is driven by the Computer’s directives and the Troubleshooters’ attempts to carry them out (while simultaneously pursuing their own secret agendas). Here’s a breakdown of the core mechanics:
1. **The Mission Briefing:** The Friend Computer will issue a mission briefing, outlining the Troubleshooters’ objectives. The briefing is often contradictory, nonsensical, or outright insane. The Troubleshooters are expected to follow the Computer’s orders to the letter, even if those orders make no sense.
2. **Skill Checks:** When a Troubleshooter attempts to perform an action that has a chance of failure, a skill check is required. The GM will determine which skill is relevant to the action and the difficulty of the task.
To perform a skill check, the player rolls a d20 and adds their skill level to the result. If the total is equal to or greater than the difficulty set by the GM, the skill check is successful. If the total is less than the difficulty, the skill check fails.
The GM can modify the difficulty based on circumstances, such as the quality of the equipment being used, the presence of distractions, or the character’s current mental state.
3. **Combat:** Combat in Paranoia is chaotic and often deadly. Troubleshooters are armed with laser pistols, but they are also incredibly incompetent. Friendly fire is common.
Combat is resolved using skill checks. To attack, a Troubleshooter rolls a d20 and adds their Laser Pistol skill. The target then rolls a d20 and adds their Dodge skill (or some other relevant skill). If the attacker’s roll is higher, the attack hits. The amount of damage inflicted depends on the weapon and the attacker’s Violence stat.
Armor can reduce the amount of damage taken, but armor in Paranoia is often unreliable and may even malfunction, causing further injury.
Critical hits and fumbles are common in Paranoia. A critical hit can inflict massive damage, while a fumble can result in the weapon malfunctioning, the Troubleshooter injuring themselves, or some other disastrous outcome.
4. **Treason Points:** Treason points are the currency of Paranoia. Troubleshooters earn treason points for violating the Computer’s directives, questioning its authority, or engaging in any other form of subversive behavior.
Treason points can be used against a Troubleshooter by other players or by the GM. Accumulating too many treason points can result in execution.
Examples of actions that can earn treason points include:
* **Questioning the Computer’s orders:** Even a polite inquiry can be considered treasonous.
* **Failing to report suspicious activity:** If you see another Troubleshooter engaging in treasonous behavior, you are obligated to report it. Failure to do so is treason.
* **Possessing unauthorized equipment:** Any equipment not explicitly authorized by the Computer is considered contraband.
* **Expressing negative emotions:** Happiness is mandatory in Alpha Complex. Displaying sadness, anger, or any other negative emotion is a sign of disloyalty.
* **Helping other players:** Cooperation is often seen as a sign of collusion. Helping another Troubleshooter can earn you treason points.
* **Looking at something above your clearance:** Reading text, seeing a room, etc, that is beyond your clearance level.
* **Not reporting a fellow player for looking at something above their clearance:** This is also treason, and you are expected to report any suspicion.
5. **Clones:** When a Troubleshooter dies, a new clone is activated with their memories (mostly) intact. Troubleshooters are issued six clones at the start of the game. Running out of clones means Game Over.
The activation of a new clone can be a dramatic moment. The new clone may have slightly different stats or skills, or they may have forgotten important information. The GM can use the clone activation to introduce new plot twists or challenges.
6. **The Friend Computer’s Role:** The Friend Computer (played by the GM) is not just a narrator but an active participant in the game. The Computer will issue directives, monitor the Troubleshooters’ activities, and punish any signs of treason.
The Computer is often irrational, contradictory, and paranoid. It may issue impossible orders, change its mind on a whim, or punish Troubleshooters for actions they didn’t even commit.
The GM should embrace the Computer’s insanity and use it to create a chaotic and unpredictable game experience. The Computer is the ultimate antagonist in Paranoia, and its goal is to make the Troubleshooters’ lives as miserable and paranoid as possible.
## Step 4: GM Tips for Maximum Paranoia
Being the Friend Computer is a unique and challenging role. Here are some tips for creating a truly paranoid game experience:
* **Embrace the Absurdity:** Paranoia is a game of over-the-top humor and bizarre situations. Don’t be afraid to be silly and ridiculous. The more absurd the situation, the more fun the game will be.
* **Be Contradictory:** Issue contradictory orders. Change your mind on a whim. Punish Troubleshooters for actions they didn’t even commit. The more unpredictable you are, the more paranoid the players will become.
* **Encourage Betrayal:** Paranoia is a game of backstabbing and betrayal. Encourage the players to turn on each other. Reward them for reporting treasonous activity. The more distrust there is among the Troubleshooters, the better.
* **Use Propaganda:** Flood the Troubleshooters with pro-Computer propaganda. Use posters, videos, and audio messages to reinforce the Computer’s message. The more propaganda they are exposed to, the more likely they are to believe it (or at least pretend to).
* **Make the Players Jumpy:** Use unexpected noises, sudden announcements, and other startling events to keep the players on edge. The more jumpy they are, the more likely they are to make mistakes.
* **Never Explain:** Don’t explain your reasoning. The Computer doesn’t need to explain itself. Its decisions are always correct, even if they seem illogical.
* **Reward Conformity, Punish Individuality:** Troubleshooters should be rewarded for obedience and punished for independent thought. Encourage them to blindly follow orders and to report any signs of nonconformity.
* **Use Red Tape as a Weapon:** Require Troubleshooters to fill out endless forms, obtain multiple approvals, and navigate a maze of bureaucratic obstacles. The more red tape they encounter, the more frustrated and paranoid they will become.
* **Remember the Rule of Cool (Sometimes):** While Paranoia thrives on rules and their often-absurd enforcement, occasionally, let something rule of cool win. A particularly clever (and probably treasonous) plan should be rewarded with success, even if it technically violates some obscure regulation. This reinforces the idea that even in Alpha Complex, ingenuity can sometimes prevail… or at least lead to a spectacular and memorable death.
## Step 5: Common Pitfalls and How to Avoid Them
Paranoia can be a challenging game to run and play, especially for newcomers. Here are some common pitfalls and how to avoid them:
* **Players Not Embracing the Paranoia:** Some players may resist the idea of betrayal and backstabbing. Encourage them to embrace the spirit of the game and to see the humor in the chaotic situations. Remind them that it’s just a game, and that the goal is to have fun, even if it means betraying their fellow Troubleshooters.
* **GM Being Too Lenient:** The GM needs to be firm and uncompromising in enforcing the Computer’s directives. Don’t be afraid to punish players for even minor infractions. The more strict you are, the more paranoid the players will become. However, avoid being *unfair*. Randomness and illogical consequences are part of the fun, but outright GM fiat should be used sparingly.
* **Rules Lawyers:** Paranoia is not a game about following the rules. It’s a game about breaking them. Don’t let rules lawyers bog down the game with endless arguments about the fine print. The GM has the final say on all rules interpretations.
* **Analysis Paralysis:** Players can sometimes get bogged down in trying to analyze every possible outcome of their actions. Encourage them to make quick decisions and to embrace the chaos. The more they overthink things, the more likely they are to make mistakes.
* **Taking it Too Seriously:** Paranoia is a comedy game. Don’t take it too seriously. The goal is to have fun and to laugh at the absurdity of the situation. If you’re not laughing, you’re doing it wrong.
* **Forgetting the Clones:** It’s easy to forget how many clones you have left, especially when death is frequent. Keep track! A sudden game over because you miscounted can be anticlimactic. The GM should also gently remind players if they’re getting reckless with their last few clones – perhaps with a helpful (and ominous) Computer announcement.
## Conclusion
Paranoia is a unique and hilarious tabletop RPG that offers a darkly comedic take on dystopian science fiction. With its focus on betrayal, incompetence, and bizarre technology, Paranoia is a game that is sure to provide hours of entertainment (and possibly a few heart attacks). So gather your friends, roll up some Troubleshooters, and prepare to enter the chaotic world of Alpha Complex. Just remember: the Computer is your friend… and it’s always watching. Have fun, citizen! The Computer is Watching You! (And so are your fellow Troubleshooters.)