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Clones in Space; ah, the memories...
Post originally by Erick Wujcik at 2003-08-13 00:35:54
Converted from Phorums BB System
First off, thanks to Thalles for the review of "Clones in Space," and for the overview of the original "Paranoia" line. It's a great role-playing system, and definitely worth a second look.
Second, I'd like to give Ken Rolston a goodly share of the credit for "Clones in Space." Unlike most of my other books, this particular project needed a lot of help, and Ken was the one with the rubber bands, crazy glue, chewing gum and (when necessary) patchwork re-writes.
Now for some comments about the review itself:
> Clones in Space is an early Paranoia First Edition game module.
Early is right. I had forgotten that I got involved early in the product's life cycle. At the time it seemed like the basic book had been out FOREVER before 'Clones' was published.
> Explosive Decompression table...
Ah, yes, one of my old favorites!
> ...they are ordered to test the new "experimental elevator"
Just in case there's any confusion, the 'elevator' is really a rocketship...
> ...all of the clones together means 36 clones running around, all getting themselves blown up, executed, etc. All of the other 5 clones in each family are NPCs, and the GM is encouraged to play them as complete and utter weenies. Mimicking each players annoying little habits and key expressionisms is encouraged, to bring about maximum irritation to the active clones. The sheer panic that ensues from the word go is truly gold. Amidst cries of "I need to go to the toilet", "Let me out, I can't breathe" and "Push the red glowing button - it will be fun" the players madly scramble to preserve their hapless clones and stop them from depressurising everyone in sight.
Sounds like one of my games...
> Episode 6: Ending? What Ending? - Once again a Paranoia adventure without ending.
Yup, this was a definite defect. Whereas I managed to get this puppy done more-or-less on deadline, I really wasn't finished. It's one of my regrets about this project that I didn't get around to tacking on a satisfying conclusion.
> The bad points are minor, but do add up.
Relunctantly, I have to agree. It was a long way from my best work.
> ...Overall it is an absolute riot of a game...
Given the right Game Master, yes...
By the way, my favorite Paranoia Game Master and favorite Paranoia experience, was as a player, years and years ago at a small gaming convention in Windsor, Ontario, Canada. Lauren (I'm not sure if I've got her name right, but she was terrific), started off the game with an in-game warm-up exercise call "Computer Says."
It works just like the childhood game, "Simon Says," expect those who disobey are traitors to the Computer (not jumping when they hear "The Computer Says Jump!" or stopping when all they hear is "Stop Jumping"). We had about 20 players, and it was one of the most riotous role-playing events I've ever seen. Hysterical!
Again, thanks to Thalles for the review!
Erick
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