Here are some thoughts I have had on how to do Paranoia in Fate Core. Let me know what you think.
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- I know that Paranoia is to lead to quick death. But the PCs still need to be able to do something! Like I said, at this point it is just my instinct, but that it needs to be play tested.Jun 21, 2013
- Add a Campaign Aspect of "Life Sucks at Your Clearance" because it's true of all Clearance Levels except Violet. Everyone just thinks that the next level up is so much better than where they're at.Jun 21, 2013
- that sort of talk is traitorous. Friend Computer has been notified. Please calmly await Termination.Jun 21, 2013
- Interesting! I like paranoia in d20 roll under, because it's arbitrary. I find a LOT of the comedy is using a whole ton of Perversity Points, and I give them out when players make me (or each other) laugh. In FATE, there's a much stronger rubric for giving and getting points.Jun 25, 2013
- The guidelines for giving and getting points are really just that: guidelines. If you want to expand it to include "when you make me pee myself laughing" then go fer it.Jun 25, 2013
Quickly leading to death was my immediate reaction as well. Granted, it's been quite some time since I played Paranoia, but I don't recall anyone's character surviving any session I was part of.
It strikes me that there's a fundamental conflict between Fate and Paranoia in that Fate is about empowered people with agency doing exciting things and affecting the world around them. Paranoia is ... not. It's something of the opposite - characters are disempowered. Trying to get more information about the player's role or situation leads to death, trying to understand what's going on leads to death ... pretty much all roads lead to death.
That was true for my experiences with Paranoia as both a player and GM. As a GM, it's your job to kill the players off (preferably with style and ideally in REALLY funny ways). As a player, yours is not to question why, yours is but to die or ... well, die. Just do it awesomely. And hilariously.
That said, I suspect all things are possible with Fate.
I think the biggest challenge for a GM would be killing off the players and cloning. IIRC, Paranoia allowed six clones - can anyone confirm or deny that? How would a Fate GM balance the lack of agency and constant death of Paranoia with Fate? Does Refresh become Cloning, perhaps? Players burn a clone to perform a stunt, then compels give them extra clones or restore the clones they lost? It seems to me that every awesome thing you could do in Paranoia that would advance the story or demonstrate any kind of agency (i.e. a stunt) led to death. Maybe players start with a refresh equal to the number of starting clones and compels add clones to it?
It seems like reworking the Fate Point economy in that way could act as something close to the proper flow of death and dismemberment going, but part of the point of Paranoia was not getting too attached to characters, which runs counter to pretty much every other game and presents another problem with Fate since, y'know, most people are going to want to keep their characters alive.
Maybe players need to create a new character every few sessions? Tell one bonkers story over a few evenings, then apocalyptically end it all and make the players create new characters if they want to play again? That might balance the desire to keep characters alive with the need to kill them off in Paranoia's world.
Just some thoughts on it. I always enjoyed playing Paranoia whenever I met someone familiar with it, so I'm glad someone's been thinking about how to shoehorn it into Fate.Sep 4, 2013
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