Congratulations, citizen! For your exemplary service in assisting the quality of life here in Alpha Complex, you have been specially chosen to continue in Friend Computer's service as a Troubleshooter, and have been promoted to RED clearance level! Welcome aboard!
Do not fear, citizen, as previous knowledge of Alpha complex's protocols and operation are not only unneeded, but classified. As a Troubleshooter, you job is simple; you root out all traitors and apprehend or execute them. You uncover corruption among The Computerís servants and turn them in to Internal Security. You ﬁnd trouble, and you shoot it.
Your greatest foes will be mutants, genetic freaks that have uncontrollable abilities they selfishly use for their own advancement, rather than to serve Alpha Complex, Members of secret societies, in
organizations unsanctioned by The Computer where they conspire irresponsibly to undermine the good order of Alpha Complex, and other traitors of all kinds.
(By the way... you are a mutant, and a member of a secret society. You are a traitor. And the best way to survive is to ensure that those who might discover your treason are, in fact, discovered to be treasonous first, as the words of traitors will not be taken seriously. They are traitors, after all. Although false accusations of treason are treason, as well.)
Stay alert! Trust no one! Keep your laser handy!
So, I've gone crazy, and am interested in setting up and running a small game of Paranoia here. The best part about Paranoia is that the rules are really easy to learn, because you are not authorized to learn them, and, in fact, knowing the rules is a sign of treason, and grounds for immediate execution.
In general, Paranoia is the complete opposite of the standard RPG. In most games, you are expected to work together with your teammates, cooperate to accomplish goals, obtain a fair amount of loot after a fair amount of challenge, and survive to have your character see many adventures. In Paranoia, trusting your allies will give you a lifespan of about six minutes... one for each clone. You might make money, so long as you survive, and ensure that you haven't lost any equipment (including bullets, which you are expected to return in perfect condition), and actually completed the mission. In general, the most important rules are: The GM is right. Know nothing. Keep the GM entertained; you'll live longer.
So, who's interested in
being tortured being vaporized being executed having fun in service of our Friend, The Computer dancing like puppets for me playing a fun game?