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2 years ago ::
Feb 23, 2011 - 1:26PM
#31
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Wikipedia summarizes it better than I could: Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
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2 years ago ::
Feb 23, 2011 - 1:33PM
#32
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Date Joined:
Dec 23, 2010
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Wikipedia summarizes it better than I could:
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
I was hoping for a six pack of Heineken...
Why did the hoop cross the road?
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2 years ago ::
Feb 23, 2011 - 1:41PM
#33
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No reason it can't be both. Except then you have to share with your clones.
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2 years ago ::
Feb 23, 2011 - 1:56PM
#34
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Wikipedia summarizes it better than I could:
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
Ahh
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2 years ago ::
Feb 23, 2011 - 4:52PM
#35
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Date Joined:
Sep 26, 2001
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Any other Gamma World GMs out there trying to reign in the wackiness? Any ideas?
No, my players can't get enough whacky, it seems. But, I'm not running a module, so I can tailor the whacky as I go.
As you get a feel for what your players need/want out of the game, you can sort of edit as you go alone. Like, the mayor is a 'ficus?' Uh, no, he's a Plant/Empath, maybe...
But they had to expect whacky, there were mutated chickens right on the box.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Feb 23, 2011 - 7:28PM
#36
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Wikipedia summarizes it better than I could:
Every player's character is assigned six clones, known as a "six-pack," which are used to replace the preceding clone upon his or her death. As a result, Paranoia allows characters to be routinely killed yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family.
I was hoping for a six pack of Heineken...
Or would that be Heineclone?
Another day, another three or four entries to my Ignore List.
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2 years ago ::
Feb 24, 2011 - 4:53AM
#37
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It's very easy to make the game serious. Look to serious movies, books, etc as a source of inspiration. The Road Warrior is perfect. Everything is greatly limited. There is no "currency" except for "juice." Law is Martial Law. The world is tribal. Life is nasty, brutish, and short.
One simple trick is to be consistent and keep powers to a minimum. If many of the monsters are mutants with no real powers and robots/cyborgs then it leans towards realism. The big threats should be androids and robots from the ancient world. I'm adding a Beholder as a "Death Machine" from Classic Gamma World. But I like silly so it will have a smiley face that says "Have a nice day!" as it pwns you. Using less monsters makes it easier on you. Less powers to remember and so on.
Focus on the survival rather than adventure. If the PCs are constantly on the move it changes the game entirely. Once they're able to "settle down" in a safe area then let them try to defend it. Survival adds grit to any post apocalytic game. In survival games perishables are key. Always trying to find clean food and clean water should be on everyone's mind. This allows you to use the Disease Track more often. Skill Challenges will become the norm. Ammunition should be the next item on the list but since it has a longer shelf life the players shouldn't be as concerned. In games like this it's best to have a spread sheet that tracks all food and water on individuals since the DM can tally that every day. The players can hide it from other players but not you.
You can find these elements to any post-apocalyptic game. The more serious the same the more integral they become. It doesn't matter if you're playing Twilight 2000 or The Dead Reign.
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2 years ago ::
Feb 24, 2011 - 7:22AM
#38
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Date Joined:
Dec 23, 2010
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I really dont care for the "silly" if it goes too far... my group I DM for like a little humor... but were all pretty close in age... early 40s, and all grew up watching Thundarr... which I actually still watch with my 6 year old son, and we model our games after that. Somebody made a module for Mutant Future a while back for Thundarr that was awesome. I hope someone kicks one out on this forum soon... or I might have to try an tackle it...
Why did the hoop cross the road?
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2 years ago ::
Feb 24, 2011 - 8:22AM
#39
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Date Joined:
May 31, 2010
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I haven't read Famine in Far-go, but "whacky" doesn't surprise me and those examples are definitely it. When we sit down and play these sort of games it is a cooperative effort, so sacrifices are going to be made. Last night I played D&D Encounters with people I don't know. The person running it wanted to make lude jokes and laugh about his history of total party kills, I wan't to role-play how my character feels guilt for a child's death and is hoping the ruins are haunted so she can commune with the dead. In the end we did both.
Not trying to be pedantic, just sharing an example.
So, Gamma World styles. I've been going for a bit more grit, myself. There is the surreal of imagining post-apocalyptic people rehashing and misinterpreting the past, our present. There are some mutations, but I try to have at least as many humans/near-human people as assorted humanoids and friends in any scene. I'm using some Dark Sun elements for survival, but not counting bullets, so a mix of expediency and desperation.
We've just had one introductory session, but soon they will be getting an opportunity to trace the web of conspiracies and meet descendants of the Ishtar empire.
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2 years ago ::
Feb 24, 2011 - 12:03PM
#40
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Originally the plan was to go completely wacky, and so I was filling my custom content with in-jokes and pop culture references, then as I got my feet wet GMing, it eventually dawned on me that the players were going to make the wacky themselves, even if I fed them a completely sterile realistic post-apocalypse.
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