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| Other Alpha Complexes, and Outside |
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| Elle-R-KNO |
Posted: Wed May 19, 2004 2:59 pm Post subject: Other Alpha Complexes, and Outside |
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 YELLOW

Joined: 05 Aug 2003 Posts: 682
Service Group: Technical Services
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First off, my extended lack of posts around here must be forgiven as I've only recently finished being subjected to many monthcycles of Manditory Extra Brain Enhancement Training (and loved it, dankee!...actualy, I just graduated from college.)
Anyway, there's a good chance this may have already been discussed so forgive my treason for not having read old posts well enough.
Anyway...in my mind, I've long dreamed of writing a Paranoia adventure set in a NYC sector. (think of the obvious meaning, citizen.) My original idea for that adventure involved not only multiple references to the Big Apple within the complex, but a chance to go Outside into the remains of post-Oops Manhattan.
There was of course the obvious problem that I only became aware of later: Alpha Complex being about as far from Manhattan island as you can get.
There is, of course, the first edition trick of there being "other alpha complexes", a 1st edition concept which would make the solution to the problem obvious. So the first question is whether this particular concept has already been considered for Paranoia XP.
The second issue is Outside itself. (The following information is SECURITY CLEARANCE ULTRAVIOLET, citizen! Don't read further if you don't want to have a lot of background information spoiled for you!) I don't think it was ever particularly developed in earlier editions besides being more or less open wasteland with the occaional building, savages or giant mutant bugs...which doesn't really make a lot of sense if the Alpha Complexes were built under Old Reckoning cities. There ought to be rubble. Towering skeletons of the better constructed buildings. The climate ought to be weird (take your pick of global warming or metioric Ice Age). Parts of coastal areas ought to be under water, or other parts should be dried out swampland where you can walk between islands. Any trees that somehow got left standing ought to be either HUGE (after 200 years, ya know) or scrawny, stunted and twisted. And, I think, they ought to at least partialy resemble the Old Reconing cities they once were. (Immagine a mission Outside where the Troubleshooters must cross a large stretch of water using the broken ruins of the Golden Gate Bridge. Or where they have to retrieve the torch of the Statue of Liberty because its broken off her arm and lodged itself in the Complex dome.)
Do I smell a supplement, by chance? _________________ [quote="2DMan"]...you really don't want Elle hunting you. In my personal experience, girls are a hell of a lot more dangerous than guys, cause girls plan, and create cold revenge, which is a hell of a lot worse...[/quote]
IC Status
The return and revenge of Elle-Prime.
Pity the targets of her revenge aren't around. But you'll do! |
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| El-R-KIN |
Posted: Wed May 19, 2004 3:49 pm Post subject: |
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 YELLOW

Joined: 17 Dec 2003 Posts: 458
Service Group: HPD&MC
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I suggest you ignore the part about Alpha Complex being located under San Fransisco, and focus more on the part about it being a state of mind rather than a place.
If you want it to be under NYC, go ahead. The last time I've sent my troubleshooters to the Outdoors, my Alpha Complex was buried underneath Ashdod, Israel.
As for the Outdoors, it looks like you can figure out pretty well what's going on out there. Don't try to be consistent - just use whatever creeps out or amuses your players, depending on your mood. _________________ Clone number: 1
Status: Doing some final arrangements to the shootings of the new season of Teela-O-MLY. |
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| Allen Varney |
Posted: Wed May 19, 2004 4:20 pm Post subject: |
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 Gamma Very High Programmer

Joined: 22 Feb 2004 Posts: 1083
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In the new edition citizens are now aware of the Outdoors from HPD&MC vidshows; the vidshow producers, searching for new plots, persuaded The Computer it would keep people in Alpha Complex if they portrayed the Outdoors as toxic, radioactive, and inhabited by weird beasts right out of Gamma World.
The actual nature of the Outdoors isn't addressed in the rulebook. I'd like to de-emphasize the Outdoors for a while, and I know Mongoose agrees. They probably won't get to the Outdoors in a big way for the first couple of years of the support line, aside from reprints of classic material.
As for the spy from another Alpha Complex, here's the entry in the 'Secret societies' chapter (courtesy of Costin-U-MOR):
Spy for another Alpha Complex
The putative PARANOIA backstory includes many other Alpha Complexes, as well as millions who fled Earth to the offworld colonies. If you buy into this idea, Earth’s other Complexes controlled by their own Computer software presumably went nuts like this one did. If you go still further and decide offworlders were reliant on Computer-controlled colonies as well, then there are Alpha Complexes both on Earth and throughout the Solar System—and each thinks it’s the only bastion of sanity in a universe of treasonous enemies.
Maybe these other Complexes hate Communists too. Or maybe other Complexes latched onto other enemies or shadowy organizations. Maybe some Complexes believe all other Complexes have been occupied by dimensional invaders, Pod People or the Mysterons.
One or another of this multitude of Complexes might send spies into the Troubleshooters’ home Complex. All these spies seek the truth, and all pursue a hidden agenda beyond petty power struggles. Spies for other Complexes seek the instigators of the terrible conspiracies that underlie the treason of all Complexes but their own. They may want to recruit supporters in the heart of the enemy camp. They definitely want information: details of future plans; security, military and R&D data; and, perhaps, a means to rip citizens from the thrall of the bad guys.
In short-term PARANOIA games a spy from another Alpha Complex lacks color and focus. Over a series of missions, though—all with the same players, whether using the same bunch of characters or a succession of teams—you could develop an elaborate conspiracy plot, gradually revealing more and more about the mysterious invader.
This sounds pretty cool, assuming you buy the idea of multiple Complexes in the first place. (Is it true? What is truth, anyway?) However, details of other Alpha Complexes are beyond the scope of this rulebook. Plus, we’re on deadline. We may describe spies from several other Complexes in future PARANOIA supplements. If we remember. |
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| Elle-R-KNO |
Posted: Wed May 19, 2004 4:32 pm Post subject: |
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 YELLOW

Joined: 05 Aug 2003 Posts: 682
Service Group: Technical Services
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The actual nature of the Outdoors isn't addressed in the rulebook. I'd like to de-emphasize the Outdoors for a while, and I know Mongoose agrees. They probably won't get to the Outdoors in a big way for the first couple of years of the support line, aside from reprints of classic material.
Which would be why I suggested suppliment, but thanks for the extra clarification.  _________________ [quote="2DMan"]...you really don't want Elle hunting you. In my personal experience, girls are a hell of a lot more dangerous than guys, cause girls plan, and create cold revenge, which is a hell of a lot worse...[/quote]
IC Status
The return and revenge of Elle-Prime.
Pity the targets of her revenge aren't around. But you'll do! |
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| Mike-V-LEM |
Posted: Wed May 19, 2004 11:42 pm Post subject: |
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 HPD&MC Executive Coordination Officer

Joined: 06 Jul 2003 Posts: 1173
Service Group: HPD&MC
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I have plans on making a supplement detailing the nature of other Alpha Complexes, potential relations with them (more Cold War than WW2), and getting from one to the other through the great Outdoors.
I would call it Paranoia: Duplicity.
Whether or not it'll actually happen depends on how bad my procrastination is. _________________ -Mike-V-LEM, Head of HPD&MC |
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