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| EbonShade |
Posted: Sun Aug 28, 2005 1:39 am Post subject: advice needed |
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 ORANGE

Joined: 15 Jun 2005 Posts: 30
Service Group: PLC
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| i'm going to try to play paranoia with some friends from a small forum i'm with, decided I should probly run nyuk nyuk nyuk first with 3 people so i can get the hang of it, any advice suggests for someone gming paranioa for the first time over jparanoia? anything maditory i should have the players do first? |
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| saulres |
Posted: Sun Aug 28, 2005 3:40 am Post subject: |
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 UV Master Programmer

Joined: 18 Oct 2004 Posts: 5681
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EbonShade,
Join the GM group; I'm sure you'll fine lots of help over there. Go up to "Usergroups" and it should be pretty intuitive from there. |
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| Allandaros |
Posted: Sun Aug 28, 2005 4:07 am Post subject: |
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 Armed Forces General

Joined: 26 Dec 2003 Posts: 3195
Service Group: Armed Forces
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Firstly - welcome, EbonShade!
Secondly, I'm moving this topic to Information Booth. You'll be able to get better advice/suggestions there. _________________ www.ninjalistics.com |
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| Bee-R-CAN |
Posted: Sun Aug 28, 2005 8:56 am Post subject: |
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 ORANGE

Joined: 21 Mar 2005 Posts: 2665
Service Group: R&D
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Dark room, dark room!
Heck, power outage! Power outage! |
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| EbonShade |
Posted: Sun Aug 28, 2005 11:20 pm Post subject: |
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 ORANGE

Joined: 15 Jun 2005 Posts: 30
Service Group: PLC
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| ok, i put up a request to join the gm group, and i haven't gotten a response yet. hopefully soon. |
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| elderdan |
Posted: Thu Sep 01, 2005 5:07 pm Post subject: |
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YELLOW

Joined: 04 Mar 2004 Posts: 31
Service Group: PLC
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I think the single most important bit of advice for PARANOIA GMs is this:
Never let the rules (or lack of familiarity with them) interfere with something that's going to be entertaining for the players.
Your job as a GM is to show the players a good time. In PARANOIA, of course, the definition of a "good time" may be a little aberrant, but nevertheless, you are there for your players' benefit and enjoyment. Sometimes, strict interpretations of the rules gets in the way of this. Spending ten minutes digging through books to see if there is a rule on something definitely gets in the way of this. Faced with any decision as a PARANOIA GM, your first question to yourself should always be: What would be the Fun choice? Then, go with it.
--The Elder Dan _________________ Dan Curtis Johnson, Ov. |
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| Fool |
Posted: Fri Sep 09, 2005 11:38 am Post subject: |
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 GREEN

Joined: 05 Sep 2005 Posts: 803
Service Group: Internal Security
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Trying to think of a good published adventure that has a lot of stock elements, and one that doesn't allow too much deviation, how about Me and My Shadow Mark 4, in the Flashbacks book? It has the Troubleshooters standing guard of a big unmoving item, it has High Programmers throwing their weight around, it has Commies, it has screwy scrubots, it's even got cute little mini-citizens on a school trip (awwwww!).
The Stealth Train adventure that was written more recently (in Crash Priority) has a similar hook, that of protecting a valuable item from all comers. If you're creating your own story, the 'stand guard' allows you to reign in your Troubleshooters if they want to go off doing their own thing, whilst many Secret Societies will have a vested interest in the item, and other occupants of Alpha Complex will just be trying to get through their day with the minimum of fuss. The adventure pretty much writes itself, once you've got a few interesting encounters! |
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| Costin-U-MOR-6 |
Posted: Fri Sep 09, 2005 11:50 am Post subject: |
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 Tech Services Supreme Nut Tightener

Joined: 29 Mar 2004 Posts: 667
Service Group: Technical Services
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I think you should probably try an adventure other than Nyuk Nyuk Nyuk, like Fool suggests, simply because going Zap from the moment you start playing probably gives you the wrong angle on running the game. Playing Zap, you pretty much don't need to bother with rules or dice... you could the whole thing off Perversity and GM fiat.
Not one to push personal adventure choices, but Patch Job provides simple, Classic style setup that doesn't requires too much book keeping or note passing for your first JParanoia game. The team just go in, try to get the job done and then get shot/shredded into little pieces. What could be easier to run than that? |
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| Maxwell |
Posted: Fri Dec 04, 2009 7:01 pm Post subject: |
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 RED

Joined: 27 Nov 2009 Posts: 10
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I recently started playing with a new group, and the first mission we did was actually Nyuk Nyuk Nyuk, let me tell you, it was a mistake.
Now I have to go through all this trouble trying to get the players from their now ingrained play styles in Zap. There's a reason it's called excessive. Next mission we're going to play is Stealth Train, and it's Straight. It's gonna be tough, and now I'm going to have to bring a rolled up newspaper to smack them on the nose with.
If I had thought of the consequences before, I would have definitely started on Classic or Straight/Classic. So that's my advice.
(Edit: Spelling and minor edits.) _________________ New to PARANOIA-Live, but a long-time GM. Just got the internet back after several years, but I'm not on it often. Looking forward to interacting with fellow citizens, and as a GM, always ready to please and give advice. |
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| Gerzel |
Posted: Thu Dec 10, 2009 6:53 am Post subject: |
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YELLOW

Joined: 30 Mar 2005 Posts: 131
Service Group: HPD&MC
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For Paranoia and GMing in general one major bit of advice is make sure everyone is doing something.
Make sure the players all get attention, especially starting out. Some players may need more attention than others and some are just as happy with less, but with those that get less you may need to just outright ask, perhaps after the game session, if they had enough to do, or felt they were getting short changed at all.
In sort: Pay attention to the players before the plot.
Plots can be shoehorned a lot easier than players. |
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