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Old 10-06-2004, 10:26 AM
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RE: A Simple Question

Post originally by Kwil at 2004-10-06 09:26:06
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Say huh?

Anything MIGHT be a tactical game. Even Amber can be tactical with the right (wrong?) set of players. As you mentioned to one other person, it could be a personal problem.

The very fact of "Game" makes tactical a possibility. That being said, what Paranoia does is easily lend itself to the motivations of the players and GM who play. If you have players that are more oriented toward that style of play, it will rapidly take on those characteristics. If you have players who are more oriented to playing roles, you'll see that flourish.

The difference is that those roles will be outwardly focused instead of inward. Characters in Paranoia don't tend to "grow" inwardly that much. This is because a character who navel gazes in Paranoia will find when he looks up that his ME card is gone, his credit limit maxed out, and commie pamphlets stuffed in his back pocket while the Computer orders him to undertake "Live Fire Armor Testing".

Stay Alert. Trust No One. Keep your Laser Handy. The watchwords of Paranoia don't leave a lot of time for delving into complex personal issues. If that's what you mean by "Role Playing" then you probably won't enjoy Paranoia. If by "Role Playing" you mean "getting a role and playing it", then Paranoia works as well or better (because of the fluidity of the environment) than anything else out there.


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