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Aratos
PostPosted: Mon Nov 30, 2009 6:46 pm    Post subject: Internal Security: A Review Reply with quote Accuse of treason

BLUE
BLUE

Joined: 06 Aug 2004
Posts: 4622

Service Group: Power Services

So the IntSec rulebook for Paranoia was the one I was most skeptical about and had no real intention of buying - I have HIL Sector BLUEs if I really want to mess about with IntSec, after all, and I don't really see if as a something that interests me. But then I noticed that the Blue Line edition was still up on the Mongoose webstore and I figured seeing as I have Black Missions I might as well go for the full set. Suddenly Paranoia just got a whole lot more interesting.

Rather than just your standard Troubleshooter action, protecting the citizens of Alpha Complex from the constant danger of communism, players now take on the roles of IntSec BLUE agents. And not just any agents: as a Sector Security Team (SST), these elite agents of The Computer are tasked with protecting Alpha Complex from threats from within, investigating allegations of treason against high-clearance citizens who troubleshooters just don't tend to be allowed within any sane distance of. Throw in a requirement to meet arrest and termination quotas, a requirement to ensure the happiness index stays at an acceptable level and more corruption than you can shake a stick at, and technology that ensures working together as a team becomes a very good idea and suddenly you're looking at a very different kettle of fish to standard Paranoia.

One of the most interesting things about IntSec as a service group is that, at heart, fulfilling its stated mandate is in its worst interests - a situation which the famous game designers behind the new rulebook are not afraid of examining. The mere existence of IntSec shows that The Computer has failed in creating a utopia free from treason, but by achieving said utopia IntSec ensures its own destruction: to justify its continued operation it must ensure that it never achieves its goals. To me, this is one of the most interesting angles that Paranoia gameplay can examine, and it warms my heart that this is even more encouraged by the addition of all-new Paranoia playstyles (more on that later).

But what of the actual book? The meat of the player's section is made up of both a standard run-down of life in Alpha Complex and more detail on IntSec than I ever knew I needed: Considering you only have 56 pages including character generation, it really does the job. PCs are either members of IntSec assigned to a particular department, members of other Service groups on temporary assignment to IntSec, or IntSec members working undercover in other service groups. So far so normal: now here's where the changes from Troubleshooters start sneaking in.

First up: you've probably lost some clones on your way to BLUE clearance and you probably won't be on your prime. Gutted. Interestingly, this is somewhat balanced out as The Computer in its wisdom provides a bank of extra clones for those killed in the line of duty: as long as the team leader states you actually did die in the line of duty and the clone bank isn't empty, you can get a free replacement without incrementing your clone number.

Secondly, in a similar manner to the old Criminal histories supplement you're guilty of a couple of past treasons that your superiors are well aware of and are holding over your head as blackmail. You can also optionally take a couple more in order to get back some of those clones you lost pre-BLUE.

Thirdly: IntSec PCs begin with 10 perversity points, rather than the 25 given to troubleshooters, but may choose to have one single tic, netting them 10pp (I'm not quite convinced about this one), and get another 10(!) perversity if they take a goal: escape the complex, kill the rest of your teammates to earn promotion, smash The Computer etc. These are described as existing to add black humour - the PC is doomed to failure and execution for achieving his treasonous goal.

It's nice to note that the mutations from Troubleshooters have all survived. It's also very nice to see new descriptions in the GM section, rather than a lazy rehashing of the Troubleshooters content. The Secret Societies section features not just the standard set of SecSocs we all know and love, but the ever-amusing Wobblies (The SecSoc made entirely of infiltrators from IntSec and other SecSocs), the C.L.A (gun nuts), Movement, Old Guard, and Servants of Cthulhu (Yes, really). Whether some of those SecSocs are really warranted is a highly subjective matter of opinion left to the individual GM.

Ah yes, the GM. The GM section of Internal Security features as ever everything needed to run a game, with all the usual features of transport, security, weapons, treason etc, plus mission design, some pregenerated characters and more forms than you can shake a stick at, all of which is well above your security clearance, citizen!

Finally, a mention must be made of the play-styles appendix: Three all-new playstyles are introduced for IntSec play, throwing a bit of a mix in to the Zap/Classic/Straight mixup. Horror is very straight, very dark, very different to what most of us are used to. Meanwhile, Overkill is to Internal Security What Zap! is to Troubleshooters. Described as being in the style of "dumb cop shows", what you get is a lot of big guns, and a lot of action. Heist is different again, and provides what can only be called one of the most interesting takes on Paranoia gameplay that I've yet seen.

Before I finish, I want to comment on the editing of the book: one of my main criticism in my review of Black Missions was of course what I see as substandard editing and a massacre in terms of artwork. Well the good news is that the artwork's simply amazing. Tony Emson's drawings capture brilliantly the mood of IntSec, and better yet I've only spotted one small Computer-with-moustache, and even that was in the background and not a major feature of the picture - in fact one noticeable point is that "The Big C" doesn't seem to feature much in the interior art. There's a noticeably different feel in comparison to the constant barrage of Computer terminals seen in Troubleshooters. On the editing side of things, aside from a couple of footnotes on different pages to the asterisk (and one footnote which appears to have been accidentally left out entirely), job's a good 'un! Again there's a case of announcing "This book is UV Clearance" right at the beginning followed by declaring a section within to be BLUE, which to me just doesn't sit right, and once more the GM section begins half way down the page that the player section ends, but to make that seem to be a particular major issue would just be silly. A tad more annoying is that the beginning of the mission could be a lot more clearly marked. It just sorta appears after the sample characters, which are placed with no fanfare at the end of the section on mission design.

Over all, Internal Security is a triumphant work of brilliance, bringing to Paranoia a game which is both familiar and yet new enough that it offers a genuine alternative to standard Troubleshooters gameplay. The fact that even when played in a Classic playstyle it tends towards being much darker than Troubleshooters only serves to show just what a stand-alone game it actually is.
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Aratos
PostPosted: Mon Nov 30, 2009 6:51 pm    Post subject: Reply with quote Accuse of treason

BLUE
BLUE

Joined: 06 Aug 2004
Posts: 4622

Service Group: Power Services

Oh yes, one other rather minor point: I cannot for the life of me find a character sheet in the Internal Security book, and there isn't a specifically-IntSec charsheet available as of yet from the Mongoose website. Pedantic I know, but seeing as it is a stand-alone game and all...
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Silent
PostPosted: Tue Dec 01, 2009 4:56 am    Post subject: Reply with quote Accuse of treason

BLUE
BLUE

Joined: 10 Jan 2005
Posts: 2885

Service Group: HPD&MC

Who are the Movement and the Old Guard? Cultists of Cthulhu seem to be...exactly what it says on the tin.
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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)
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Aratos
PostPosted: Tue Dec 01, 2009 11:42 am    Post subject: Reply with quote Accuse of treason

BLUE
BLUE

Joined: 06 Aug 2004
Posts: 4622

Service Group: Power Services

I'm afraid that information is UV clearance, citizen.

So yeah, if you happen to be below UV clearance, definately do not highlight this spoiler box. Like, seriously. You'll spoil yourself an interesting surprise.

[UV CLEARANCE ONLY]--->The Movement wants to bring about the destruction of Alpha Complex so they can move into their new utopian complex built for that purpose. The Old Guard: think a program group, but for a disgraced ex-High Programmer.<---[UV CLEARANCE ONLY]


And yes, the Cultists of Cthulhu are what they sound like.
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Danforth
PostPosted: Fri Dec 04, 2009 10:00 am    Post subject: Reply with quote Accuse of treason

RED
RED

Joined: 19 Aug 2004
Posts: 446

Service Group: R&D

Ahh, so The Movement are [SPOILER]an evolution of The Foundation secret society in Acute Paranoia.[/SPOILER] Cool. They never totally sat right in a Troubleshooter-based game... just too damn competent!

Really looking forward to this now. Christmas-related penny scrapage will probably rule me out of picking up Blue Line, but failing that I'm definitely up for grabbing the regular edition...
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No.5127
PostPosted: Wed Dec 09, 2009 6:50 pm    Post subject: Reply with quote Accuse of treason

BLUE
BLUE

Joined: 03 Aug 2007
Posts: 1060

Service Group: Technical Services

What do you think about tune of 'Brave Defenders of Alpha Complex' on Page 20? I think Electronik Supersonic tune suits fine.
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Maxwell
PostPosted: Wed Dec 09, 2009 7:09 pm    Post subject: Reply with quote Accuse of treason

RED
RED

Joined: 27 Nov 2009
Posts: 10


This actually sounds cool. I thought it was just going to be a book about IntSec not a whole new play style bonanza, I might just have to get it. Thanks citizen Aratos!
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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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greymist08
PostPosted: Fri Mar 19, 2010 11:35 pm    Post subject: Reply with quote Accuse of treason

HPD&MC Coordinated Executive Officer
HPD&MC Coordinated Executive Officer

Joined: 03 Aug 2003
Posts: 918

Service Group: HPD&MC

One thing I love is the size of the IntSec termination voucher. You can print them 20 to a page...
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Z-O-MBI-3
PostPosted: Tue Mar 30, 2010 8:50 pm    Post subject: Reply with quote Accuse of treason

RED
Registered MutantRED

Joined: 30 Mar 2010
Posts: 9

Service Group: R&D

You had me at Cthulhu. I'm a geek for anything linked to HPL's tentacled horror!
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