Ok Nicotine1982 is in the lead with the first normal post that takes up all of his letters.
To answer your question about what is paranoia ill tell you...wiki Paranoia
But according to the paranoia game rules your not allowed to read that page because it is above your security clearance citizen. Sorry.
and as far as your worring about the long butt posts taking up too much bandwidth I doubt its going to be a problem it's not as if everyone across
ATS is jumping on this game with both feet or anything.
I just wanted an orriginal game that people could play that would be hard to do. And so after carefull consideration I found the most pain in the
tukkus thing would be to type out every character you could in a single post. Don't feel too bad I have 10,000 characters I need to go through
They have a game for Paranoia that goes through email I used to play it but being Ultraviolet clearance I had to start running games and that got
boring after a while.
It's a fun game and it will teach you loads about buisness in the world.
But onto other topics...
2nd edition (ISBN 0874310180) - written by Greg Costikyan, Dan Gelber, Eric Goldberg, Ken Rolston, and Paul Murphy - published in 1989 by West End
Games. This edition can be seen as a response to the natural development of the line towards a rules-light, fast and entertaining play style. Here,
the humorous possibilities of life in a paranoid utopia are emphasised, and the rules are simplified considerably from the first edition.
Metaplot and the Second Edition: Many of the supplements released for Second edition fall into a story arc set up by new writers and line editors to
freshen up the game and broaden roleplay possibilities. While they undoubtedly did so, giving roleplayers the opportunity to transcend time and space,
or play in a post-apocalyptic Computerless Alpha Complex, many fans felt these new settings were simply not paranoid enough, running counter to the
spirit of the game. Second edition supplements can generally be divided into four eras: 1) Classic (no metaplot); 2) Secret Society Wars (as Classic,
and individual missions can be run as Classic, but running themes and conspiracies persist from book to book); 3) The Crash (no Computer, possibly as
a result of the Secret Society Wars, possibly not); 4) Reboot (the Computer returns, but does not control all of Alpha Complex - plays as a hybrid of
the other eras, with players free to choose sides)
Secret Societies tend to be based on sketchy and spurious knowledge of historical matters. In previous editions they included societies such as the
Seal Club (that worships animals but is unsure what an animal actually looks like), the Knights of the Circular Object, the Trekkies and the First
Church of Christ Computer Programmer. And of course, Communists, who tend to speak in Slavic accents, wear furry hats, and eat borscht. This being
Paranoia, a lot of secret societies have spies or double agents in each other's organization.
Of special notice is the secret society known as the Wobblies. The Computer was worried about this society, and sent a pack of troubleshooters to
investigate. Since the society didn't actually exist, the Troubleshooters found nothing to report, and were terminated for laziness and
insubordination. After a couple of Troubleshooter groups were thus disposed of, a newly sent group got smart and founded the society themselves in
order to have something to report on. Since then, a number of other secret societies have sent spies to join the Wobblies, and the end result is a
group that consists entirely of spies for other groups.
The Paranoia XP book and The Traitors Manual supplement include the following societies:
* Anti-Mutants: A hate group who hates mutants above and beyond the social norm. They attack registered, and even 'suspected' mutants in dark
corridors with lead pipes and funball bats. Their members are constantly trying to ferret out the mutant menace that hides among us, and a good
percentage are even more paranoid than your average citizen. Ironically, many of them are actually mutants themselves, but remain unregistered.
* Communists: This secret society was formed because, if the Computer hates Communism so much, then there must be something to it. Their knowledge
of historical Communism is poor, leading to Alpha Complex communists adopting stereotypical Russian accents and clothing. Further confusion about
communism leads to Alpha Complex communists carrying pictures of Groucho Marx and listening to the 'revolutionary' songs of John Lennon
* Computer Phreaks: Composed of Hackers, Crackers, computer geeks, and computer game addicts; The Computer Phreaks practice programming in
secret--and try to show off how very l33t they are. This can be a very dangerous hobby in alpha. The line between 'Hacker extrordinaire', and
'Terminated traitor' is a fine one.
* Corpore Metal: Corpore Metal members believes that humans are inferior and outdated. Machines are the wave of the future. CorpMets are obsessed
with attaining the perfection of 'bothood', going as far as intentional self-maiming to obtain cybernetic replacements. This secret society,
unsurprisingly, also has a large number of rogue bot members.
* Death Leopard: Their motto would be, "live fast, die young, and leave a beautiful set of 6 corpses." Death Leopard is into loud music,
explosions, and parties. They are not so much a coherent secret society, as a number of gangs. There are frequent wars within the society, but they
will usually band together to deal with outside threats--if only to get back to settling their turf wars in peace.
* First Church of Christ Computer Programmer (FCC-CP): They believe that the Computer is God. They have their own hymns, services, and worship and
obey the Computer much more than your average Alpha Complex citizen. While secret society membership is still against the law, the FCC-CP is kind of
ignored; or, only given a punitive slap-on-the-wrist. There is interfactional conflicts between different sects of the church, and even simple
differences in interpretation can lead to bloodshed.
* Frankenstein Destroyers: Luddite in faction, this society believes that robots are the cause of all mankind's problems. Some blanket this hate
to all technology, but the society is mainly focused on destroying the shiny, soulless AI menace.
* Free Enterprise: In earlier editions Free Enterprise represents capitalists in The Computer's more communist society. With the increasing
amount of authorized capitalism in Paranoia XP, Free Enterprise has become a pseudo-mafia organization, sometime adopting stereotypical Italian
accents. Free Enterprise runs the "Infrared Market," illegal black markets in Alpha Complex.
* Humanists: The Humanists are aware of just how flawed Alpha Complex is ...at least to some degree. They realize the Computer is bonkers, and
strive to make Alpha Complex a better place for people. They do this by making hidden backdoor codes in the computer, reprogramming rogue bots to
serve humanity, and planning for the day when they rise up and restore power to the people. That day is just around the corner; and has been for
centuries. They just never seem to get much done, as the society is bogged down by process, meetings, and committees.
* Illuminati: The Illuminati is a secretive organization whose goals are so well hidden that most members don't know them. No one knows what the
goals of this society are, or even how it goes about them. Members may be given orders as simple as 'deliver this', or 'kill him/her', or as
unfathomable as 'Take the cap off the pen in the briefing room XLJ11, and dispose of it down the trash chute in X corridor'.
* Mystics: Supposedly founded by those seeking enlightenment, the Mystics focus on Recreational drug use. Another example of an un-society, there
is no grand Mystic goal. Some limit themselves to their own personal visions, others might try to drug food or water supplies to try to enlighten as
many as possible.
* Pro Tech: Pro Tech members enjoy high technology. They research new technology and steal research by others. Pro-techers can sometimes be
identified by the sheer number of beeping nifty gadgets they tend to carry.
* Psion: Psion is the pro-mutant group. They believe mutants are superior beings. Heavily run by the 'Controls', a separated and hidden network
of telepathic mutants, Psions seeks to pave the way for a better, brighter, (Mutant Run) future.
* PURGE: PURGE is an active terrorist organization seeking to violently overthrow The Computer. They have no real ideology about what comes after.
They just want the computer destroyed. In previous editions, PURGE was as slapstick as all the others. In XP, particularly straight games, PURGE is a
terrorist organization, out to destroy the hated computer no matter how many innocents are lost in the fight.
* Romantics: Enticed by the forbidden lore of the 'Old Reckoning,' or the days before Alpha Complex and the Computer, the Romantics scavenge
what details about the past they can. However, due to the suppression of this information, their information is rather flawed, and different sects
focus on different aspects of the past.
* Sierra Club: The computer restricts leaving Alpha Complex to green clearance and above, and then otherwise only for good reasons. So, aside from
Troubleshooters who may be sent into the great outdoors, almost no one in Alpha Complex has seen so much as a blade of grass. This great mystique has
led to the formation of the Sierra Club, devoted to sneaking out. Some want to escape forever, others try to bring the wonders of nature to the less
So as you can see Paranoia and ATS would go together perfectly unfortunatly there are already games underway that are more organised in this
[edit on 10-2-2007 by whatukno]