


Oh, and I just noticed that he completely ripped off one of my Mandatory Paranoia articles.

I'm not sure what this Paranoia-0 stuff is, but scribing the past rules into a website can't be too legal. There is a Paranoia MMORPG in development somewhere. It never got published (which might actually have been a good thing because I believe it was written by those who had scribed a number of the lousier later sourcebooks (including the especially horrendous "Creatures of the Nightcycle")) because of the lawsuit from Greg Costikyan, et.

They previewed it at Origins (or GenCON) a few years back. Third Edition had a really cool (in my opinion) cover of an Ultraviolet with a number of primary colors striped across his white labcoat, revised treason rules, etc. They had realized that Fifth Edition sucked donkey balls. WEG DID eventually develop a Third Edition Paranoia, billed as "The Long Lost Third Edition of Paranoia". Most modules are for Second Edition also, and the First Edition versions are easily adaptable. Weirdly, the 5e rules sell for more than the 2e rules on eBay, which is some sort of crime against nature and man. The rulesets sell for quite a bit of money, and there's pretty high demand for them. 2e supplements are a mixed bag, but everything published after the CRASH COURSE MANUAL is the gaming equivalent of a molten iron enema (well, the first module, "Alice Through The Mirrorshades", was pretty good, but other than that.)Īlso: good luck finding PARANOIA. The supplements for 1e are some of the best ever published in the history of RPGs (only the first adventure, "Vapors Don't Shoot Back", is kinda weak). Plus, they replaced James Halloway's wonderful art (has any game more successfully evoked its setting through art than PARANOIA 1e/2e?) with these horrible cartoon scribblings. The numbering of the game gives you an idea of how "funny" it was (third and fourth edition were never published because DELETED FOR SECURITY REASONS. The fifth edition, IIRC, was less about the insane Computer and no-win situations and more of a "wacky cyberpunk game". Too many weapons charts and armor tables and skill trees and 5 different types of points to keep track of for each character and full descriptions of every vehicle in Alpha Complex and its armaments and characteristics - all of which cut against the "be fast-moving and be funny" way that the game plays best. The second edition is far and away the best.
