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| Grov-R-LER |
Posted: Thu Aug 18, 2005 8:04 am Post subject: |
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 BLUE

Joined: 28 Jul 2005 Posts: 2575
Service Group: Armed Forces
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All of the above, of course. How to spot the fnord, as it were. And this unexpected number.
Paranoia has taught me honesty.
No joke.
I've always considered myself an honest person anyway, but playing paranoia over the 'net, i'm normally in the same room as my sister, who is also playing. You can imagine that it may be tempting to cheat and share info like that, but we don't. Instead we trained ourselves to be honest, and backstab everyone fairly. _________________ IC Notes for Grov-LER-4:
Wearing: Trenchcoat, hideous CPU Satisfactory Citizen sash, IR 'pants'. Hair is tied back.
Location: Out of this sector.
Status: Injured. |
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| Big Evil |
Posted: Tue May 30, 2006 9:09 pm Post subject: |
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YELLOW
 
Joined: 22 May 2006 Posts: 350
Service Group: Internal Security
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I think for me it actually proves my ideals, freedom is an illussion, resistance is futile..
Consider this: There are over sixteen (just the sixteen most significant) secret societies, there are so many secret societies, in alot of games EVERYONE is partof one.. (just some are tolerated by the computer and some are not..) and yet none of them can get what they want done.
Humanists are still trying to make the computer serve man.
PSIONs are still trying to pull a Magneto and make mutants rule Alpha Complex.
Anti-Mutants are still attempting to purify the land.
FCCC-P members are still trying to convert the heathons.
The most "succesful" secret societies, are those that do not directly advocate success at all.
Free Enterprise will always make money.
The Illumanati will always leave people bewilderd.
The Mystics will always find drugs.
The Computer Phreaks will always exsist.
And Death Leopard will always be a pain in the ass.
What Paranoia teaches us is to enjoy life, but not to take freedom so seriously. Our choices are very limited, our freedom stops where the end of a barrel gun begins.. As Aleister Crowley said, do what thou wilt shall be the whole of the law!
That doesn't mean do whatever you want.
It means do what you will, within your destiny, within your morals, and within your range of oppurtunity. _________________ Currently wearing: Red Scare superhero costume.
INDIGO uniform.
(Along with some heat resistant mittens!)
Registerd Mutant: Detect Mutation.
Clone number: 2.
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| Allandaros |
Posted: Tue May 30, 2006 9:24 pm Post subject: |
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 Armed Forces General

Joined: 26 Dec 2003 Posts: 3196
Service Group: Armed Forces
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| Big Evil wrote: |
| What Paranoia teaches us is to enjoy life, but not to take freedom so seriously. |
Whoa. I'd like to say that I think this has proven PARANOIA to be a work of art. When two people can look at the same object and come up with completely opposite viewpoints, it's gotta be art.  _________________ www.ninjalistics.com |
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| Slice-R-UPP |
Posted: Tue May 30, 2006 10:30 pm Post subject: |
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 GREEN

Joined: 08 Jan 2006 Posts: 928
Service Group: Power Services
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| Quote: |
| They have to choose between survival and ideology. Most people will pick survival while rationalizing their ideological betrayal into some debased version that helps them sleep at night. |
Considering the multiple clones business, it's easier to pick ideology. Just ask Slice-Y-UPP-2. (While he's around. Otherwise you'll be asking Slice-Y-UPP-3, due to arrive any moment now...) _________________ Slice-[Whatever.]-UPP-4
Walking around with a red-ink stamp of Friend Computer on his stomach.
GREEN jumpsuit and boots
Asleep. Like really asleep. Like you can throw him back and forth and he won't notice asleep. |
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| Silent |
Posted: Wed May 31, 2006 12:17 am Post subject: |
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BLUE

Joined: 10 Jan 2005 Posts: 2885
Service Group: HPD&MC
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| Quote: |
| Most people will pick survival while rationalizing their ideological betrayal into some debased version that helps them sleep at night. This is useful just as general knowledge - it helps explain a lot in terms of why politicians act like they do, for one thing. |
It could actually explains most of history, and how many people just suddenly defect to the new superpower when they are winning, forgetting their previous hatered. There are those who cannot change their belief, and therefore shall die...they are heroic, but unable to live in the world.
| Quote: |
| What Paranoia teaches us is to enjoy life, but not to take freedom so seriously. |
I concur. We only truly have a few rights, and those rights can be stripped from time to time, with the proper justification. All Democracy does is allow us to choose our own Dictators to rule over us, and hoping that Dictator does not abuse his power. When certain groups attempt to do revolutions, and free themselves, like PURGE, Commies, and Humanists, it becomes obivous that they replaced one dictaor with another...the dictator of Ideology.
The true "freedom" is the freedom to do what YOU want, not what other people want you to do. _________________
| Phial, in ARC wrote: |
| I know I'm a dummy but, I realised as recently as yesterday why the IC game is in PLN sector. |
Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit
Silent-V-PLN-10 (deceased) Runs XAI Subsector |
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| Moto42 |
Posted: Fri Nov 24, 2006 9:06 am Post subject: |
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 R&D Brain Consortium Representative
 
Joined: 03 Aug 2003 Posts: 465
Service Group: R&D
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I have learned to create semi-plausible explinations for anything at the drop of a hat. _________________ If the purpose of the experiment is to see what will happen, then the experiment will be a success no matter what happens!
IC Notes:
"mutant" power: Can 'speak' by telekineticly vibrating nearby surfaces.
Currently In HPD&MC
Stomping about in the Battle Bowl; A four-foot tall, bipedal bot with a laser barrel on it's right arm and whose headless body wraps partially around a large jar of violet fluid; containing a clonal brain. |
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| Silent |
Posted: Wed Dec 07, 2011 4:06 am Post subject: |
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BLUE

Joined: 10 Jan 2005 Posts: 2885
Service Group: HPD&MC
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I am bumping this thread because after GMing a few rounds of High Programmer and reading the High Programmer rules, *something* clicked.
| Biggles wrote: |
| * Truth is a social construct established by those in power to maintain control; those without power tend to support this truth, even if it works against them. |
Biggles almost grasped this point, but he didn't dig in deeper. He was merely looking from the perspective of a lowly Troubleshooter against a general and impersonal "elite" that possess political power.
From the perspective of those that actually have power...it's much scarier. "Truth" may be a socially constructed meal that the INFRAREDs gobble down heavily, but reality is an ever-changing menace, changed on the whim of the GM and his poorly-written notes. Every scheme is just a front for another scheme, there is always a man behind the curtain, and a man behind that man...Your best friends may be unpersoned, you may be experiencing a mass hallucination all along, your loyal butler may be a PURGE double-agent...
Nobody in Alpha Complex knows for sure what's going on, and they must live their six lives knowing that they do not know what is going on. And they can't ignore this fact and hope the problem goes away...if that PURGE butler is out to kill you, you have to confront that threat before he actually does kill you.
What I am learning in PARANOIA is something. I can't pin down what. Maybe it's the mindset of the paranoid conspiracy theorist, or maybe it's a crash course in Phillip K. Dick's literature. Or possibly it's just letting you know the natural limits of what we do know and of how much we take for granted as absolute truth when we shouldn't. Or maybe that the greatest threat to humanity is not autocratic rule but instead a more generalized feeling of "fear and ignorance" (once you know what is going on and are not afraid, you can handle anything).
I don't know what I'm learning in PARANOIA. But I'm getting really excited as a GM to find out. _________________
| Phial, in ARC wrote: |
| I know I'm a dummy but, I realised as recently as yesterday why the IC game is in PLN sector. |
Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit
Silent-V-PLN-10 (deceased) Runs XAI Subsector |
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| Cam-R-ONN-1 |
Posted: Mon Apr 02, 2012 6:27 am Post subject: |
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RED

Joined: 16 May 2011 Posts: 85
Service Group: HPD&MC
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Paranoia really taught me how to be a better player, and that roleplaying should be about fun.
Take someone who argues with the GM, powergames, and is generally a jerk of a player. Take someone who can't separate in-game from out of game. Sit him down to play Paranoia. Those tendencies will go away. Or he'll suffer a mental breakdown. Either way fun will be had.
Paranoia shows you that not only can you have fun when you care more about having fun than solving the mission or following the rules exactly, but it's the most fun way to game.
I guess if I had to spell them out in short lists it'd go like this:
-The GM is always right, even when he's wrong. If you get caught up on his "mistakes" the game gets less fun.
-Interparty conflict can be fun. There are reasons people might oppose your character's actions other than the player hates you.
-Rules are guidelines. Not only can the GM break them, but it can improve gameplay when he does for the right reasons.
-Being a humble player makes everything go better.
-Being a GM is all about making a fun game for the players. This is not the same as an easy game.
-Stuff happens. Get over it. _________________ Episode 4: Cam-R-ONN, Head of Death Leopard |
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| Veton |
Posted: Mon Apr 02, 2012 6:01 pm Post subject: |
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RED

Joined: 12 Mar 2009 Posts: 4
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I don't know if Paranoia can teach a lot about the real world (maybe a Straight game could though, especially a mission like Hunger), but it can teach things about playing games differently.
Playing for fun, not to win. In a lot of competitive games you want to win. While the PCs are competing in a way, the players shouldn't care too much if their character fails everything as long as they had a fun time. This was definitely something new to me when I first picked up Paranoia, and it's only recently I've seen it in newer games like Fiasco.
Running a hostile unfair world without being an unfair GM. This can be a bit tricky since you want to show how horrible Alpha Complex is but you do want players to be able to accomplish something (for a while at least). I haven't run a Paranoia campaign but I imagine it would help if you wanted to run a different game in a harsh unfair world. |
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| Uccisore |
Posted: Thu Jun 28, 2012 11:20 pm Post subject: |
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RED

Joined: 19 Sep 2011 Posts: 39
Service Group: PLC
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It teaches independence and resourcefulness. Not necessarily teaches them as virtues, but teaches you how to solve problems when the only thing you can rely on are the private content of your own thoughts (hopefully), and when every material advantage is stacked against you.
I am mostly in the camp that would resist the idea that games get their value from what they teach, though. |
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| JohnDoom-COM |
Posted: Fri Jun 29, 2012 2:36 pm Post subject: |
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 ORANGE

Joined: 06 Oct 2008 Posts: 828
Service Group: Armed Forces
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I've used the lessons of Paranoia in the real world. If there is something good you've done that is extremely menial; make it a big deal and then take credit for it. _________________ JohnDoom-O-COM
Armed Forces - Assignment Systems Specialist |
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