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Encyclopedia > Paranoia (game)

Paranoia is a humorous role playing game set in a dystopian future similar to 1984, Brazil and Brave New World. The tone of the game is light and tongue-in-cheek rather than dark and heavy. The game is set in Alpha Complex, a large futuristic domed city controlled by The Computer. The Computer has made happiness mandatory. Failure to be happy is punishable by summary execution.


The Computer fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, secret societies and of course communists. To deal with these threats, The Computer employs troubleshooters, whose job is to find trouble and then shoot it. These are usually the player characters (although later game supplements offered other roles for player characters, such as robots) and they are given incomprehensible or self-contradicting mission goals, faulty or experimental futuristic gizmos as equipment, and sent off to their (usually humorous) deaths.


The Troubleshooter credo is, "Stay Alert! Trust No One! Keep Your Laser Handy!" The Computer's credo is, "Trust The Computer. The Computer is Your Friend."

In most scenarios, each player character is in fact a mutant, commie and/or secret society member, and is given a hidden agenda separate from the group's goals, often involving swindling or killing teammates. Hence the name, Paranoia. Therefore, Troubleshooter missions invariably turn into a constant comedy of errors as everyone on the team seeks to double-cross the others while keeping their own secrets. Since every character comes in a six-pack of clones, death is less of an issue than in most RPGs, allowing Troubleshooters to be routinely killed (either deliberately or accidentally); instead of leaving the game, the player simply portrays the next member of the clone family, who is assigned to continue the mission. The term 'six-pack' is intentional, and is allegedly part of game design, where each player is given a six-pack of beer to represent his remaining clones.


Intended as a spoof to other RPGs, the Paranoia rulebook is special in a number of ways. For example, the entire chapter on rules is labeled 'optional', and player knowledge of the rules is treasonous (treason, of course, being punishable by summary execution). It also has outrageous tables such as the Vehicular Accidents and Falling From Great Heights table which starts with a five-foot fall and ends in a category labeled 'Orbital', which actually gets used in the game.


Equipment includes futuristic weapons such as tangler guns and plasma rifles, but also Heisenberg uncertainty projectors, personal force shields working on a fusion reactor that is kept stable by a hand crank, robots with obnoxious personalities, and small boxes with a load of different buttons, dials and LEDs, the manual of which is not available at your security clearance.


Mutations include abilities such as invisibility or pyrokinesis, ranging to more exotic ones such as a runny nose and machine empathy. It is rumored that mutations are the result of cloning humans into six-packs. Rumors are treason.


Secret societies tend to be based on sketchy and spurious knowledge of pre-apocalyptic matters, and include 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 furred hats, and eat borscht (whatever that is). Of course, this being Paranoia, a lot of secret societs 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.


Paranoia was also made into a video game called The Paranoia Complex released in 1989 by Magic Bytes. It was available for Amiga, Amstrad CPC and Commodore 64.


Publications

Four editions of Paranoia exist:

Related publications:

  • Acute Paranoia
  • Alice Through the Mirrorshades
  • Bot Abusers Manual, The
  • Crash Course Manual
  • Crash Priority
  • Creatures of the Night Cycle (a spoof on Game: the Subtitle)
  • Death, Lies, and Vidtape
  • Don't Take Your Laser to Town
  • Gamma-Lot
  • Mad Mechs
  • Mutant Experience, The
  • Paramilitary
  • Paranormal / CTV
  • R&D Catalog, The
  • The Iceman Returneth
  • The Yellow Clearance Black Box Blues
  • Traitors Manual, The
  • Twilightcycle: 2000
  • Vulture Warriors of Dimension X
  • and many more...

JParanoia

Originally being a "pen-and-paper" game, Paranoia has since evolved into a game also being played over the internet. A program specifically created for playing Paranoia! in such a way, called "JParanoia", has been released, and can be downloaded from Paranoia Live (http://www.paranoia-live.net/).


External links

  • Paranoia XP Design Blog (http://www.costik.com/paranoia/)
  • Paranoia Live (http://www.paranoia-live.net/)
  • CRD Sector (http://www.crd-sector.com)
  • Omega Complex (http://www.omegacomplex.com)
  • http://dmoz.org/Games/Roleplaying/Genres/Science_Fiction/Paranoia/

  Results from FactBites:
 
Paranoia Summary (2080 words)
In popular culture, the term paranoia is usually used to describe excessive concern about one's own well-being, sometimes suggesting a person holds persecutory beliefs concerning a threat to themselves or their property and is often linked to a belief in conspiracy theories.
Although the diagnosis of pure paranoia is no longer used (having been superseded by the diagnosis of delusional disorder) the use of the term to signify the presence of delusions in general, rather than persecutory delusions specifically, lives on in the classification of paranoid schizophrenia, which denotes a form of schizophrenia where delusions are prominent.
Paranoia is most commonly defined as a mental state of constantly fearing persecution from people in your surroundings, either in the form of physical or mental harassment.
Paranoia - Wikipedia, the free encyclopedia (759 words)
In popular culture, the term paranoia is usually used to describe excessive concern about one's own well-being, sometimes suggesting a person holds persecutory beliefs concerning a threat to themselves or their property and is often linked to a belief in conspiracy theories.
Although the diagnosis of pure paranoia is no longer used (having been superseded by the diagnosis of delusional disorder) the use of the term to signify the presence of delusions in general, rather than persecutory delusions specifically, lives on in the classification of paranoid schizophrenia, which denotes a form of schizophrenia where delusions are prominent.
Paranoia is often associated with psychotic illnesses, particularly schizophrenia, although attenuated features may be present in other primarily non-psychotic diagnoses, such as paranoid personality disorder.
  More results at FactBites »


 

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