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Bob-R-DED
PostPosted: Wed Apr 13, 2005 9:15 pm    Post subject: How to run a table-top game Reply with quote Accuse of treason

ORANGE
ORANGE

Joined: 27 Feb 2005
Posts: 31

Service Group: Power Services

Anyone here ever run Paranoia tbale top? I have tried a couple times but still have a hard time with all the note passing b/w the players and myself.

Any ideas on how to handle all the seret stuff going on in the game? I really enjoy the lax nature and almos slap-stick comedies that unfold before my eyes but the notes and constant pausing to read gets old.

Please help!
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Allandaros
PostPosted: Wed Apr 13, 2005 10:01 pm    Post subject: Reply with quote Accuse of treason

Armed Forces General
Armed Forces General

Joined: 26 Dec 2003
Posts: 3195

Service Group: Armed Forces

If it's feasible, having an assistant GM to parse the messages could work out nicely.

Also, try and limit the amount of messages you will accept. One sneaky thing per player. Try going with player-GM conferences rather than messages, maybe. Slows play time, but allows you a chance to catch your breath.
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saulres
PostPosted: Wed Apr 13, 2005 11:51 pm    Post subject: Reply with quote

UV Master Programmer
UV Master Programmer

Joined: 18 Oct 2004
Posts: 5681


Yes, Biggles, I'm sure I heard someone here talking about something I'm familiar with, a topic that I could discuss. And aren't I supposed to discuss things when I can now be helpful, rather than harmful? So come along, be my eyes, and let me know what you see.

Ah. Bob-R-DED, asking about tabletop games? Let me speak, please.


Bob-R,

I am very familiar with tabletop Paranoia games; it's the only kind I ever participated in before finding this site and doing the PBPM thing.

To make them run smoothly, one big suggestion I have is prepare a bunch of notecards in advance. There are a lot of common situations, and you can save a lot of time by having your players only need one word. For example, "I use my Pyrokinesis to set _____________ on fire." "These PP are to add to the roll." "Instead of shooting at our alleged target, I fire on _________."

And don't neglet those for your use, either: "Your secret society contact tells you that Joe-R is a Commie; kill him repeatedly." "Your Charm failed; you now feel very devoted to ________." "Pushing that button on your R&D helmet causes you to be unable to hear anything until I tell you you can." And so on. The more you can anticipate, the better off you'll be.

Keep private meetings short and to the point. And if you can, give everyone a chance to have their own private meeting, so no one feels robbed. But don't allow them in the middle of fast-paced actions (firefights, etc.). During those times, take notecards, but make players aware their actions might not take place exactly when they think they will. Glance at the cards when you get them, so you know what to anticipate, but don't worry about putting them into play until you're ready.

If someone wants to write a long, detailed note in the middle of a fast-paced scene, go back to what we did in the 2E days (this'd work with Classic and Zap, but probably not so much with Straight). It goes something like this:

GM: Joe-R, what're you doing?
Joe-R: I'm firing at the Commie!
GM: Jack-R, what're you doing?
Jack-R: Hold on, I'm writing a note.
GM: Jane-R, what're you doing?
Jane-R: I'm firing at the Commie!
GM: Right. <clatterclatterclatter> Joe-R and Jane-R, your shots hit the Commie. He looks snafued. Jack-R's typing something on his PDC. Next round.
Jack-R: Wait a minute; I'm writing a note.
GM: So's your character. Next round. Joe-R.
Jack-R: But -- but --
Joe-R: Jack-R must be sending messages to other Commies! Shoot him!
Jack-R: No fair!
GM: Jack-R?
Jack-R: Just let me finish my note.
GM: Jane-R?
Jane-R: Fire at Jack-R the Commie!
Jack-R: No, wait, that's not fair!
GM: Arguing with the GM? The GM is always right. Both their shots hit, taking out your arm. You drop your PDC. Put your pen down.

etc.

All right, Biggles, let's get back to the shaming room. I hear 2DMan's back, and Friend Roberts has something he wants to try on us. Yes, I'm sure it's something we'll love *twitch*.
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Parody-U-MAN-4
PostPosted: Thu Apr 14, 2005 4:31 am    Post subject: Reply with quote Accuse of treason

YELLOW
YELLOW

Joined: 11 Dec 2003
Posts: 44

Service Group: Technical Services

Make a pile and handle them when you can (or when you feel like it). Skim them when they come in if you have the time. Count on screwing up at least one note per session (often accidentally, but sometimes on purpose). Never let them interrupt the game flow if you can help it. The whole process works seamlessly after you try it a couple times. :)

I'll have to try running an online game one of these days. I'd think it would be worse trying to handle so many chat windows. (And that from a former IRC server op and weekly chatmeister.)
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Head of Troubleshooter Operations, MAN Sector
http://www.esglabs.com/paranoia/
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Whyleek-I-OTE
PostPosted: Thu Apr 14, 2005 4:05 pm    Post subject: Reply with quote Accuse of treason

ORANGE
ORANGE

Joined: 22 Mar 2005
Posts: 14


A couple of useful points for running a Table top Paranoia game for max enjoyment.

Notes: I use post-it Notes. When someone hands me one, I put it on top of the character sheet behind the screen. Short actions get resolved quicker than long actions. In other words, short actions I will normally resolve asap, longer notes, I may not read immediatly, but will stick on the sheet. If another note comes in before I have acted on the first one, I put the new one on top of the old one, and don't worry about the old one until I resolve the new one first.

I agree that if they are asked for an action and say, "Wait a min, I am writing something..." the term is 'hesitation'...they lose thier action. IE, it pays to think (and write) ahead...

Secondly, a Big difference in Table top is Props! Trust me, Props can make the session especially memorable. And they can be a lot of fun to get. Laser pistols from Toys R Us. Get a crown from Burger King to denote the "Team Leader". Have your players fill out a competency form. Make sure you provide writing impliments. Some black pens, some blue, just leave them on the table....See if anyone uses a Blue pen. As for the forms, make sure that , for example, they have questions already filled out on one or two...such as
Are you a Traitor? Yes (Filled in) No
Or have strange notations or treasons slogans written on the back of some forms or in the ever popular "This area is for Official CPU use only" area.
Skittles make excellent happy pills. And they come in other 'colors' for more interesting drugs...
Be creative, perverse, and memorable in your use of Props.

WhyLeek-I-OTE
Super-Genius
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Kwil
PostPosted: Thu Apr 14, 2005 6:13 pm    Post subject: Reply with quote Accuse of treason

YELLOW
YELLOW

Joined: 26 Feb 2004
Posts: 367

Service Group: CPU

You're probably making the same mistake I did -- letting too many actions happen in secret and taking too much of the game onto yourself. Your troubleshooters are a team, make them use teamwork to get rid of an enemy.

First, be prepared, as saulres states. Have a number of generic notes pre-written that say simple things like "You spot ____________ trying to sneakily do something, but you're not sure what." and "You think _______ has noticed you doing it." Now when a character tries to get away with something, make a Sneaking roll for other characters you think would be interesting. If they succeed (or if you want them to) they spot the character. Use your pre-written notes.

Because the notes have no specifics, they're good for getting players communicating with each other secretly without bringing outright accusations of treason. When players are writing notes to each other, this gives you a chance to handle other things.

Also, destroy the idea that anything they send privately to you will necessarily remain private. If someone passes you a note and blows their sneaking roll, or another player gets a great success margin on their own roll, pass the note directly to the other player. When questioned, simply say, "He spotted it."

If a player starts monopolizing your time with notes, don't be afraid to respond simply by telling them openly the results. This works best if you don't give specific details, like "Okay, you manage to get away with it and you don't think anybody saw you," or "Do you want to take any precautions in case it backfires?" This does double duty by making your note-passer uncomfortable and making your other players suspicious.

Finally, don't be afraid to make suggestions by note.. "You get the feeling that ________ might be willing to help with this." Of course, that can be true or not. Probably best to have it be true at least the first few times until the player starts to think he can trust you. After that, have fun. Hey.. you can always shrug your shoulders after and go, "Whoops.. guess I was wrong. So sorry.. now what clone number were you at again?"
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Bob-R-DED
PostPosted: Thu Apr 14, 2005 7:20 pm    Post subject: Reply with quote Accuse of treason

ORANGE
ORANGE

Joined: 27 Feb 2005
Posts: 31

Service Group: Power Services

Thanks everyone. I have been running RPGs for a while and Paranoia is a completely different animal than say Shadowrun (Viva le Shadowrun!). We have had a couple of OK sessions but they always felt clunky. My first obsticle was making the players realize that they had a mission to occomplish and not just backstabbing and other treasonous acts. Once I got that staright the next session was better, still slow with the notes, but better. The last session we had was great and I limited the notes.

But with all your wonderful suggestions the next session will be excellent!

Thanks again!
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Biggles
PostPosted: Fri Apr 15, 2005 10:49 pm    Post subject: Reply with quote Accuse of treason

IntSec Goodwill Ambassador
IntSec Goodwill Ambassador

Joined: 26 Jul 2004
Posts: 919

Service Group: Internal Security

Okay saulres, it's my turn. Nice job, but it was a bit wordy. What? Wordy! It was too long, man! Oh don't get all sulky on me. It was really nice! Look, lemme just speak to the guy.

Remember the mantra: You Are Always Right.

Ignore notes that are longer than one sentence. Ignore a player who sends notes every minute. Encourage them to send notes to each other to satiate their note-sending needs. Don't wait for a player to finish their note--move on without him/her.

And if anyone complains ... don't kill 'em. Too easy. Use a McD or public censure instead. Much more fun and powerful as a behavioral conditioner.
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