Monday, June 24, 2019

Paranoia, Second Edition Review

Welcome to Alpha District, Citizen!

Let's start with the basics. Paranoia has been around for decades. This edition was produced by West End Games in 1987. It is a revamp of the first edition rules, which strips out much of the game mechanics in favor of pop-the-clutch-and-go fun. What was "removed" often ended up as an optional rule, which in the spirit of the game, could be ignored, introduced or changed willy-nilly during play. Players who claim to know the rules are deemed traitors and kills. So, computer, have at it. Whatever makes your players happy. And Happiness is Mandatory!

What does the game include?

  • 136 page "rule" book
  • 16 page booklet describing the life of a troubleshooter
  • 1 20 sided die for something or other
  • One box with colorful pictures 
  • Not listed on the box are supplemental items such as character sheets, charts, (dis)loyal tests, vehicle control schematics, NPC charts and reports.  
The rule book includes a mini adventure demo in the front and a longish scenario or module in the back. The artwork is wonderful, while not perfect or extraordinary, it captures the theme of the games mind-bending laughs with a touch of sarcastic paranoia. This edition was compatible with all first edition modules, which is nice. 

Game play is quick. Each player is entitled to 6 clones, one at a time to represent the player's character. Unless the computer decides otherwise. As one character dies, another clone appears to take his or her place. Sometimes, they remember what happened to the last clone and sometimes they do not. Unless the computer is optimistic about the lethality. In which case, a second, third or 20th clone can be played at the same time as the other 1, 2, or 19. This will increase the likelihood that the player will turn on themselves, leaving other players bemused, horrified or shocked. 

In one session, I had a player holding 20 character sheets like a hand of cards and when he dropped sheet, that clone died. The book is chocked full of insane tips for pushing the charac... er... playe... er... maybe character's? paranoia buttons. My personal favorite is reading room descriptions with a stryofoam cup over your mouth to simulate a broken speaker.  

For a game that revolves around comedic death, the character creation process is robust. As are the choice of weapons and suggestions as to when to use them on your friends.. There seems to be a section on combat, but it is sort of optional. Except the coveted rear position, Troubleshooter. The motive and ability to bushwack other players is fun. Fun leads to happiness and Happiness is Mandatory! 

The included 19 page module, "Into The Outdoors with Gun and Camera" is laugh out loud funny. It works in tandem with the rules, basically forcing the players and computer through most of the rules. 

One issue I see with this set is the concept that the computer is ruthlessly hunting for "Traitors", a concept that was awesome and understandable in The Cold War, but perhaps won't play well with younger people today. 

You can check out Paranoia at DriveThruRPG

Sunday, June 23, 2019

Boxed Set Reviews

I have two weeks off and ran ahead one week for 52 Weeks of Magic, I figured I would get some cleaning done. To that end, I have some box sets gathering dust. Time to do some reviews.


I'll be running a poll on MeWe to see which item goes first.

Saturday, June 22, 2019

Epsilon Indi in Fiction - A World Building Exercise

In my latest work, so far unnamed, the heroes are bound for the Eighth Planet. The ship's AI has named this planet Urbian-Adams for the two people who "helped" discovery Neptune, Sol's eight's planet. The ship's AI is snarky as hell. Urbain Jean Joseph Le Verrier cranked some heavy math to pinpoint the planet for French observers, while John Couch Adams seems to have sent British observers on a wild goose chase. It was expedient at the time to make them co-discovers, but it turns out there was a lot of horse trading going on. There is a fascinating reading here about what really happened.


This is a hard sci-fi story, so the heroes are outbound from habitable worlds so that I don't have to describe them... yet. Except the question came up on MeWe.

So I need some scale here. Pales and Salus are huge brown dwarfs orbit each other. They are 1460 AU from Epsilon Indi and they orbit each other at a distance of 2.1 AU. They have no anlog in our solar system.

Kawal is named for 2060 Chiron's discover, Charles Kawal. This is a tiny body between Saturn and Uranus and it is classified as a small body and a comet. The ship's AI likes trivia. Additionally, the ship has been to Kawal before. It is fairly old.

Urbian-Adams is very like Neptune, while Minerva and Kawal are like Rhea and Dione. These planets are smaller than our moon and a mix of ice and rock. As mentioned before, there have been a manned mission to both planets.

Iuno Regina is a near Jupiter analog. It orbits much further from the star than our Jupiter. Either it is smaller than Jupiter and orbits at about 9 AU (like Saturn) or is more massive than Jupiter and orbits between 10-20 AU. I have selected the first, smaller mass planet.

Around this planet is Bacchus, which is one of many moons. Bacchus has a dense atmosphere and some sort of liquid on the surface. It is very much like Titan, which would be a good place for humans to have small outposts. There is no life, despite having mud and liquids on the surface. Vera memories take place here.

The trouble spot is Terra Mater. It is just .6 AU from the star. It does have an Earth-like atmosphere, called "The Stuff". Terra is much smaller than Earth, about 85% of Earth's radius but is far more dense. "The Stuff" is largely nitrogen, CO2 and O2. It is not particular dangerous, but also not breathable. Life on the planet has been stuck at Devonian level, where plants first took to the land and fish ruled the sea.

So what is the problem? First, from a story teller's point of view, I have a planet named Terra (Mater) and character named Terra. I need to change that. Second, if Terra Mater is just .6 AU from the Epsilon Indi, I need to cram 3 other planets inside that orbit. This means Apollo and Vulcan must be very low mass and close to the star. No more than 0.15 for Apollo. Neither is as big as Titan.

Duellona is a hell like world at about .25 AU. There are two problems with it. This is too hot and it is in a belt of asteroids. This belt of asteroids is far less dense than our solar system's asteroid belt, but a Venus sized planet sharing orbits with big rocks is not good. In the time line of the story, it known before the colony left Earth. It was visualized by a scout craft and all seemed well. At some point between the flyby and the colonists arrival, it was clobbered by a very large object, maybe several. The whole surface is a magma sea. The colonists have deliberately sent several probes to their doom there. Duellona is interesting but deadly. It is the most telescopically observed object in the solar system, merely for being striking.

The colonists on Terra Mater arrived by massive ion ships. As a consequence of not being able to land on the surface of the Terra and the danger of space rocks from Duellona, the colonists have decommissioned their ships' engines and power plants on any old rock that looks like it could be a danger to the colony. These rocks have been moved to Trojan orbits around Terra.

I figured I would share this world building as it won't appear in my story and will go to waste. The primary purpose of this exercise was character building, which meant limiting the scope of the setting. The heroes are stuck, but not trapped on a single ship going to a planet with no surface. This is the stuff of character building.

As a result of this world building, I have significantly altered my characters, "Terra" in particular. She is now named "Keira" and will feature more prominently in Vera's story.

Friday, June 21, 2019

Crossing Thresholds

I cross a threshold, 32 downloads for a 32 year old character sheet for Unearthed Arcana.


One of the things I liked about UA was the addition of the comeliness stat as a distinct item apart from charisma. The ability to revolt or to fascinate based on appearance, modified by charisma. I liked the interplay of stats.

In my campaign, we did alter the rule a bit. First, you recorded your raw comeliness and as a DM I removed points for racial modifiers based on the race they were dealing with. I recall building a table off of the racial preferences table. Let's face it, to a half-orc, half-orcs are hot and humans not.

Having put all of that effort in, the house rule only came into play a couple of times. The problem with comeliness is that we are trying to insert a visual dimension into a format that is nearly only audio.

Every wonder what "Kennedy the DJ looks like?" No idea.

Amusingly,  a local radio station has a slot for their "Kennedy" and over the years "Kennedy" has morphed from man to woman to man again, with zero comment. Strange and slightly funny if you think about "Kennedy, the brand" not "Kennedy the DJ".

However, this is kind of what the rules imply, that your character has or has not Style and Poise, Charm and Looks. Its a great stat for Bards, but its a shame what Bards were back then.

Please let me know what you think in the comments. 

Commercial product placement:
I also have a little book called Zero to Hero: Uncommon Commoners, over at DrivethruRPG. I am obviously thinking of writing another and Gnolls might be the subject.

Thursday, June 20, 2019

Solar System files - Background Information on Unnamed Project

I think I have crossed over to the point where my unnamed project is going to need a name. Its writing itself.

The characters are colonists of the Epsilon Indi system. I collected some data on this solar system, and it does seem to be a real solar system with planets and stuff. Pretty interesting, but also complex.

As of right now, Epsilon Indi has 3 known objects in orbit. There are a pair of brown dwarfs at 1460 AU from the star and hints that a Jupiter-like planet orbits the star. The most recent data indicates this Jupiter Analog is between 8.5 and 16 or 17 AU from its host star.

Heaven help me if they discover more companions to this star, because I went and invented a bunch of my own.

This is a chart of my fictional system:

This chart obviously has no scale and is wildly different than the actual system. I decided that the colonists have named the planets after Roman gods, specifically from the list Di selecti by Varro. The brown dwarfs are named after Sabine gods, as Varro was of Sabine descent. This has created an in-universe problem where if the colonies wish to continue the practice, they must reuse some names of the Earth's Solar System. That would be confusing, so the naming process stopped at the seventh planet. 

The characters are bound for the eighth unnamed planet. Their ship's AI thinks that the humans are being dumb and cheekily names the eighth and ninth planets Urbian-Adams and Kawal, for astronomers responsible for discoveries in our Solar System. It wouldn't do to have an adventure around an unnamed planet. 

The system is full of tiny planets, only Iuno Regina, the Jupiter Analog and Urbian-Adams are bigger than Earth. The smaller bodies in grey are airless. The blue body is Terra Mater. It has a earth-like atmosphere, made up of CO2 and nitrogen. There is a small moon, Bacchus which has a very dense nitrogen based atmosphere at a higher pressure than Earth's. 

If you would like to use this template for your writing or your games, feel free to download the Google Drawing from my drive. Or in plain text, https://drive.google.com/open?id=1S-RyAjCq3LRwKvT0kv-GAH20mSdDRqzZWrersYf69S8