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Allen Varney
PostPosted: Thu Jun 10, 2004 6:13 pm    Post subject: Draft PARANOIA style guide Reply with quote Accuse of treason

Gamma Very High Programmer
Gamma Very High Programmer

Joined: 22 Feb 2004
Posts: 997


Unprompted and on my own initiative, I have proposed the following PARANOIA-specific style notes to Mongoose in hopes they will append them to their existing company style guide. They haven't responded directly, but I understand second-hand they have begun sending these guidelines to prospective writers.

I wrote the PARANOIA rulebook with most of these style notes in mind, and have decided others since completing the manuscript. I hope future writers will follow these notes in the support line for the sake of consistency.

I share them here to alert potential PARANOIA writers to my personal biases, and to prevent and/or start arguments.

*****
PARANOIA line style notes
[Draft 1.6 -- February 10, 2005 -- A. Varney]

LINE STYLE
The PARANOIA line, unlike other Mongoose books, uses American spelling. However, quotations use single-quote marks (') in British fashion, not double quotes ("). Mongoose doesn't use the serial comma.

Unlike other Mongoose lines, the PARANOIA line can address the reader directly in a witty, breezy manner: 'We shouldn't say this, being Famous Game Designers and all, but you can just junk all this stuff and use your own ideas.' Use the editorial 'we.'

Use he, him, his, for the generic third-person pronoun.

Avoid passive voice when you can.

You can say 'hell' and 'damn' for specific comic effects. 'Ass' and 'snot' are iffy. Don't get more vulgar, obscene or profane than that.

GAME MECHANICS
In any given game situation, encourage the Gamemaster to call for or make lots of die rolls, often hidden rolls, and then to cheerfully ignore or replace the result to support his intent for the scene. Always represent instructions as guidance, intended to stimulate the GM's own imagination.

The PARANOIA XP rules replace conventional charts of die-roll modifiers with a 'General Perversity Modifier' system. When the Gamemaster allows it, players may spend Perversity points to collectively determine a modifier to a die roll; then the GM retroactively interprets in-game situations to account for the modifier.
Don't describe a given circumstance as imposing a fixed modifier. Rather, list a variety of funny circumstances that could individually account for portions of the final Perversity modifier. Follow the example of the Perversity modifier charts in Chapters 24 and 30 of the rulebook.

Numerical ability scores are called 'ratings.' Players have attributes (Power and Access), skills (Management, Stealth, Violence, Hardware, Software, Wetware), common and narrow specialties within those skills, and Secret skills (categorized as Uncommon, Unlikely and Unhealthy). Chapter 3 of the rulebook lists the common specialties. You may invent new common specialties as needed, especially to assign to pregenerated player characters; include a sidebar in the text explaining the new specialty.
Assume players will invent their own narrow specialties on the fly throughout a mission. Invented narrow specialties (for instance, 'Get My Boss to Sign Forms Without Reading Them') offer easy and funny way characterization, so create and assign them generously in your NPC writeups.

Assume the Gamemaster makes all attribute rolls (Power and Access) in secret, hidden from the players. Players don't know their attribute ratings nor how many points their actions drain.

Note: The Stealth specialty High Alert doesn't mean 'danger sense' or 'especially perceptive.' A character with High Alert is well informed about popular scams and traps, and can recognize one when someone tries it on him. The rules intentionally omit danger-sense specialties. Certain mutant powers like Hypersenses cover some of that function, but in general, assume perception comes down to a simple Stealth roll.

CHARACTER STATS: LONG FORMAT
Mission writeups can present character statistics in two formats. Long format, a two-column format, is generally reserved for pregenerated player characters. Such a character has 'public' (non-treasonous) statistics in one column, and secret statistics, background, current secret society mission and possessions in the second column.

A published mission usually offers six pregenerated PCs, fitting three on a page. The page's obverse shows the public columns of the three PCs left-to-right, #1-2-3; the reverse prints the same three characters' secret columns right-to-left, #3-2-1. The Gamemaster can cut the sheet into thirds vertically, so each third offers one character's public and secret columns, front-and-back.

For long format writeups, follow the six pregenerated character examples presented in the 'Mister Bubbles' mission in the PARANOIA XP rulebook.

CHARACTER STATS: SHORT FORMAT

In presenting NPC and other game statistics in a mission you'll almost always use short format. Present short-format statistics in a sidebar to your main text. Place each sidebar in the text near the first point where those statistics become important. Alternately, in a short chapter, place all statistics needed for that chapter in one sidebar near the chapter's beginning.

Short-format character entries follow this format:

Character name, position or narrative function; service group, secret society, mutant power (Power rating); pertinent skills or specialties in Name X format, where X is the rating; first weapon (statistics in parentheses after the weapon name), second weapon (statistics), third weapon, etc.; armor (statistics in parentheses). Ratings below 10 should be presented with an initial zero: 03, 09, etc. Armor ratings are either an unadorned numeral representing universal protection against all kinds of attacks -- Combat suit (4) -- or one or more specific types of protection designated by an initial (B = bio, E = energy, I = impact) -- for instance, Kevlar (I3). If the armor offers different protection against different attacks, separate the types by a slash: Gauss suit (E2/I1).

If the statistics include skill ratings, list the skills in this order: Management, Stealth, Violence, Hardware, Software, Wetware, Uncommon, Unlikely, Unhealthy. List specialties immediately following their governing skill. You needn't list skills that are unimportant to the character's narrative role. Include notes as needed either as a paragraph of text, asterisked footnotes or both. For example:

Lennox-B-DON-5, IntSec Agent; IntSec, Humanists, Bureaucratic Intuition (12); Quote Obscure Regulations 15, Moxie 12, Stealth 09, Shadowing 13, Suggestion 13, High Alert 11, Violence 09, Energy Weapons 13, Field Weapons 12, Thrown Weapons 10; laser pistol (W3K), tangler (entangling), ECM grenade* (H2J); X-317B full combat armor (4)
* Effect of grenade is as per slugthrower ECM ammunition.
Lennox-B-DON is an IntSec agent's IntSec agent. So says his commander, though no one is quite sure what that means.

This example includes the invented narrow Management specialty Quote Obscure Regulations; the designer considered it irrelevant to list the Management skill rating itself. Note, though, the listing includes both the Stealth skill and the common Stealth specialty Shadowing, on the assumption both ratings will prove important in play; ditto Violence and the three Violence specialties.

TERMS OF USE
'Alpha Complex' always, never 'Alpha' alone. 'The complex' is permissible. Never use the possessive form, 'Alpha Complex's.'

In game text addressed to the Gamemaster, generally refer to 'The Computer' and not 'Friend Computer' except for specific comic effect. Never 'FC.' Characters in dialogue can use 'Friend Computer.' The Computer is referred to as 'it,' lower case, not 'It' (capitalized) or 'he.' EXCEPTION: In text and dialogue attributed to the FCCC-P secret society, capitalize 'It' in reference to The Computer, their deity.

Do not characterize The Computer as an "electronic life form" or anything along those lines. We're not saying it isn't; we just don't want to go there.

Communists, traitors and enemies of Alpha Complex aren't "evil." No one thinks of them as "evil." They are misguided, and with proper education, brainscrubs, and perhaps multiple terminations will inevitably perceive the wisdom of befriending The Computer. "Evil" as such doesn't really exist as a concept in Alpha Complex, except in the FCCC-P and other fanatic secret societies.

'Mission' always, never 'scenario' or 'adventure.' 'Bot,' not 'robot.' (Yes, it means 'bottom' in British slang, but rather than conform, we would prefer to see British slang change.) By the way, it's 'scrubot,' not 'ScrubBot.'

All bots are always 'it,' not 'he' or 'she.'

Write character names in full on first use (Ben-R-GOX-1) and, in general, shorten to name and security initial thereafter (Ben-R). Never use the name without the security clearance initial. Even spoken dialogue always includes the initial: 'Ben-R,' not just 'Ben.'

There are titles and honorifics in Alpha Complex, but they are not commonly used in conversation. In talking to IntSec officer Dave-G-BHR-3, you could say 'Officer,' but it's more common to call him 'Dave-G.' (After all, you're all friends. Everyone in Alpha Complex is friends with everyone else!) In the unlikely event you need to refer to Old Reckoning titles and forms of address, follow the Chicago Manual of Style regarding capitalization.

Use "citizen" to refer to a person, not "clone" just to be jocular. Use "clone" specifically to refer to a clone backup or clone replacement. Characters in dialogue can use "clone" as a generic "guy" slang term ("Listen, you stupid clone --").

The first- and second-edition terms 'pre-Oops,' 'MegaWhoops' and so on are deprecated. Use 'Old Reckoning' instead. In the terminology of world-shattering catastrophes, generally avoid frivolity except for specific satiric effect.

Use 'Personal Digital Companion' or 'PDC,' not 'cellphone' or 'mobile phone.' The rulebook is in error here.

'Teela O'Malley' is the by-name for Tella-O-MLY. Note: 'Tella-O,' not 'Teela-O,' though this is ignored so often the distinction is mere pedantry.

NUMBERS AND DATES
Write out numbers up to ten; use numerals for 11 and up. EXCEPTIONS: Use numerals for all numbers referring to die roll results, prices or in-game quantities: 'margin of 3,' 'spend 5 Perversity.' Secret society degrees are always numerals.

For four-digit numbers and above, use comma separators: 2,400. In prices expressed in credits, no space between the numeral and the 'cr' abbreviation: 3cr, 3,000cr.

This is Year 214 of The Computer. Months are numbered 01 through 12, days 01 through 30. Weekday names are Oneday, Twosday, Threeday, Fourday, Fiveday, Sixday and Mandatory Inspection Day (alternately 'Sevenday'). Dates are in Year.Month.Day format, with Month and Day in two-digit form: 214.06.09. Generally use 'year,' 'month,' 'day' rather than 'yearcycle,' 'monthcycle,' 'daycycle' unless for a specific comic effect. Don't use the 'cycle' suffix for intervals shorter than a day.

Try not to name specific dates from Old Reckoning times. If necessary, write them in North American format as Month-Day-Year: July 13, 2004 or 7/13/2004. Always write all four digits of the year. The first- and second-edition terms 'pre-Whoops,' 'MegaWhoops,' et al are deprecated.

Don't use Roman numerals, which are an artifact of decadent and corrupt Old Reckoning times. Example: 'Mark 4,' not 'Mark IV.'

CAPITALIZATION
'PARANOIA' in ALL CAPS when referring to the game, in italicized boldface. Other game names in title case, italicized.

Headers and subheads in sentence case.

'The Computer,' both 'The' and 'Computer' always capitalized. Put 'citizen' in lower-case, except when using it as a title: 'Citizen Ben-R.' Put 'security clearance' in lowercase except when referring to a specific color clearance: 'His security clearance is Clearance GREEN.' Color clearance names in ALL CAPS: 'GREEN goon.'

Put 'sector' in lower-case except when referring to a specific sector: 'JKL Sector.'

Play style, attribute, skill, specialty, mutant power, service group, service firm and secret society names are capitalized.

Weapon and armor names, insanity conditions, most bot names and most drug names are lowercase. (The rulebook mistakenly capitalizes several drug names.) Damage steps and treason damage steps are lowercase (wounded, snafued, termination). Equipment names don't follow a uniform style; follow the published examples, or use judgment.

'Mandatory Bonus Duty' is capitalized, but individual MBD duties are lowercase (loyalty officer, happiness officer).

Some specific terms of used, in alphabetical order:

    Access (attribute)
    algae chips
    Alpha Complex
    Anti-Mutant
    Arbitrary Justice
    asimov circuits, asimovs
    asperquaint
    autocar
    benetridin
    blaster
    Bot Ops & Maintenance (specialty)
    Bouncy Bubble Beverage
    bot
    briefing
    briefing room
    C-Bay
    Central Processing Unit
    chapstick
    citizen
    Citizen Ben-R (using 'Citizen' as a title)
    Classic (play style)
    clearance
    Clearance RED (or other specific color)
    clone, clone tank
    CoffeeLike
    Cold Fun
    commendation point
    Commie, Commie Mutant Traitor
    Communist
    Communist Propaganda (the skill), Communist propaganda (the material)
    complex, the (referring to Alpha Complex)
    Computer, The
    cone rifle
    confession booth
    contest
    Control (referring to an NPC telepath in Psion)
    Corpore Metal
    CPU
    crawler
    credits (abbreviated cr -- 10cr, 3,500cr)
    CruncheeTym algae chips
    debriefing
    debriefing room
    docbot
    docbot Mark 5
    Dramatic Tactical Action System
    dynomorphin
    energy pistol
    equipment guy
    Famous Game Designer
    FCCC-P
    First Church of Christ Computer-Programmer
    flamethrower
    flybot
    food vat
    Foot Vat Control
    Food Vat #453-B
    force sword
    Frankenstein Destroyers
    frankenstein, gone (as in bots going frankenstein)
    Free Enterprise
    FreeEnt (abbreviation)
    futanic acid
    Gamemaster
    gauss gun
    gelgernine
    General Perversity Modifier
    genetic drift
    GM
    Gray Subnet
    GREEN goon
    hand flamer
    happiness officer
    Hero of Our Complex (HOOC) award
    Hot Fun
    hottorch
    Housing Preservation and Development & Mind Control
    HPD&MC
    hydropsionic acid
    ice gun
    Insanity (the game table or game-defined condition)
    insanity (routine use of the everyday word)
    Internal Security
    IntSec
    IR Market
    IR Marketeer
    jackobot
    Junior Citizen
    laser barrel, laser pistol, laser rifle
    mandate
    Mandatory Bonus Duty (but individual duties are lowercase)
    mission alert
    needle gun
    neurowhip
    NPC
    nonplayer character
    Official Commendation
    Official Reprimand
    Old Reckoning
    OR times
    Outdoors (not 'Outside')
    outfitting
    PARANOIA
    PC
    PDC
    Personal Digital Companion
    Perversity Modifier
    Perversity point
    plasma generator
    plasticred
    player character
    Power (attribute or short form of Power Services)
    Power Services
    Production, Logistics & Commissary
    program group
    PURGE
    pyroxidine
    qualine
    R&D
    reflec
    Research & Design
    robutler
    rolactin
    roleplaying game
    roll
    RPG
    sandallathon
    sanity test
    scrubot
    Secret skill
    secret society
    sector (when not referring to a specific named sector)
    security clearance
    Security Clearance RED (or other specific color)
    service group
    service firm
    service service
    Sierra Club
    skill
    slugthrower
    Soylent Red, Orange, Yellow (there is no Green nor higher colors)
    specialty
    spy for another Alpha Complex
    Straight (play style)
    stun gun
    tacnuke
    tangler
    TeaSir
    Technical Services
    Tech Services
    telescopalmine
    Tension level
    termination booth
    The Computer
    thymoglandin
    tic
    Transition (the vehicle)
    treason point
    Trend-Stepper
    Troubleshooter (never abbreviated, such as "T-shooter")
    truncheon
    Uncommon, Unlikely, Unhealthy (skills)
    Universal Hostility Formula
    varbonic acephenyl
    visomorpain
    Vulture Squadron
    Vulture Warrior
    warbot
    warbot Mark 4
    Waste Recycling Subdivision
    WMD
    xanitrick (not Xanitrick; the rulebook is wrong)
    YELLOW Clearance Black Box Blues, The
    Yellowpants
    Zap (play style)
    zarobutyl acid
    zybenzaphrene


DESIGNER PREFERENCES (optional)
The preceding style points are mandatory. In addition, I, Allen Varney, PARANOIA XP's principal writer, wish to advance my personal preferences, which you may follow or disregard according to your own (and Mongoose's) inclinations. In order of importance:

1. Always remember: satire, not parody!

2. Avoid routine by-the-numbers gags, such as appending 'cycle' to any time unit or substituting 'clone' for 'citizen.' Avoid stale formulaic gags along the lines of West End's infinitely repeated Mister Rogers cliche: 'Can you say "deathtrap"? We knew you could.' (Exceptions: It is permissible to keep rehashing the 'Famous Game Designers' and 'other (non-fun) games' gags until they are not only stale, but positively dead and rotting. Some traditions we must keep up.)
Be cautious in repeating pop-culture humor. I've known people whose sole idea of humor is to recite famous lines from Monty Python sketches. I don't mean using these lines in creative ways to enhance their own wit, but just repeating the lines verbatim. Those people have no actual wit; they're only borrowing it.
The PARANOIA line needs humor, not a simulation of humor. If you think your prose is funnier because you quote the Dead Parrot sketch, or say 'minutecycle' instead of 'minute,' or prefix common nouns with 'synthe-,' think again.

3. Pay particular attention to Chapter 17 of the rulebook, 'The Computer.' The Computer means well. It is not actively trying to kill the Troubleshooters. It genuinely wants them to succeed. The trouble is, it's totally nuts.

4. Try to support a broader range of play experiences than just the familiar slapstick. Do not force jocularity in the manner of the latter West End line. In general, aim to portray satirical situations in a witty but fairly straightforward way; the humor and slapstick will emerge naturally during play.
Those designers serve PARANOIA best who broaden its range of play. It is fine to develop a new slapstick deathtrap, but how much better to devise a new flavor of the game's characteristic fear, suspicion and frustration. The cardinal example here is Chaosium's CALL OF CTHULHU, which has brilliantly explored many kinds of horror from existential Lovecraftian dread to monster-movie camp. PARANOIA has already explored camp rather too extensively; it's long past time to extend its reach, to explore what other kinds of emotions the setting can invoke.
Certain setting elements lend themselves to different play styles. For instance, Death Leopard would do stuff suited to Classic; PURGE works better as an authentically scary society of terrorists, like Al Qaeda, and would better serve a Straight style.
When writing a given mission, present it with a particular style in mind (such as Classic or Straight). If good ideas occur to you that might be better suited to a different style, present them in the text as suggestions the GM can adapt as he wishes. We present play styles not as rigorous categories, but as guidance. We're not trying to lock a given GM into a given style; we want to present a given mission in a dominant style, but with the understanding that each GM creates his own unique style, adapting our materials as he sees fit.

5. In general, it is tiresome to see story devices recycled from other missions. For example, don't bring back Randy the Wonder Lizard from 'Orcbusters,' nor the Mark 4 warbot from 'Me and My Shadow, Mark 4.' This was a signal failing of the later West End line.
Similarly, avoid meta-plot at all costs. 'Meta-plot' means a plot element that relies on groundwork laid in an earlier published product, or a continuing storyline that arches over a sequence of independent products -- for example, the Secret Society Wars, the Crash and Reboot Alpha of the later West End product line. These products attempted to substitute an ongoing narrative for a skillful evocation of paranoid tension, with disastrous results.

6. Write reasonably near the limit of your education and vocabulary while maintaining clarity. The reader is smart. Don't talk down to him.

7. Never present anything as absolute truth. In Alpha Complex there is no truth. When the players think they understand something, there is always another trapdoor.
All rules and details of setting are optional. Encourage the Gamemaster to be creative. Present your material as modest suggestions intended to stimulate his own superior imagination.

8. Try not to go Outdoors. The Alpha Complex setting, the underground city itself, is key to PARANOIA's appeal.

9. Please lay off the punning character names. If you must pun, please make the pun names remotely plausible as actual names.

*****
_________________
-- Allen Varney
PARANOIA (2004 edition) principal writer
http://www.allenvarney.com
PARANOIA development blog: http://paranoiarpg.blogspot.com/


Last edited by Allen Varney on Thu Feb 10, 2005 5:12 pm; edited 6 times in total
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riffraff
PostPosted: Fri Jun 11, 2004 6:37 am    Post subject: Reply with quote Accuse of treason

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Awesome.

What's a serial comma?
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Costin-U-MOR-6
PostPosted: Fri Jun 11, 2004 6:43 am    Post subject: Reply with quote Accuse of treason

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'A quick Troubleshooter breakfast might start with laser-fried algae, vat scrapings, and Tepid Fun.'

That's a serial comma. The one before the 'and'...

It's an American English thing, I believe.
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Allen Varney
PostPosted: Fri Jun 11, 2004 10:29 pm    Post subject: Reply with quote Accuse of treason

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I have tweaked the style guide from Version 1.1 to Version 1.2 and updated my original entry above. Nothing major -- I'm just compulsive.

I understand that Mongoose has already started sending out my original notes, or some part of them, to potential contributors. I haven't sent them this revision for fear of annoying them with my perpetual tweaking, so their version and this one differ slightly.

When and if I feel happy with the guide, I will submit my final revised version to Mongoose, and they will then presumably decide whether to update their version to match. Until then, if Mongoose sends you a guide that conflicts with the post above, follow their version.
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Mike-V-LEM
PostPosted: Sat Jun 12, 2004 8:03 pm    Post subject: Reply with quote Accuse of treason

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You should also put in some stock Red/Ultraviolet labels that we can use to differentiate between GM & PC articles.

Oh, and also a template to follow for presenting pre-generated characters.
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Fr8monkey
PostPosted: Sat Jun 12, 2004 8:53 pm    Post subject: Reply with quote Accuse of treason

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In some of the earlier editions had a grey bar running verticaly through the Red clearnce paragraphs. That might help.
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Costin-U-MOR-6
PostPosted: Sat Jun 12, 2004 9:36 pm    Post subject: Reply with quote Accuse of treason

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Mike-U-LEM wrote:
Oh, and also a template to follow for presenting pre-generated characters.


Yes... a generic stat block format would be good. It probably wouldn't be much different to the old one, but a standard from the Gamma would be good.
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Moto42
PostPosted: Sun Jun 13, 2004 4:09 am    Post subject: Reply with quote Accuse of treason

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A general outline to follow when writing modules.
Not an outline like
  • PLC
  • Briefing
  • Random even


But more along the lines of
  • How did this happen?: A very short bit of fiction of the events leading up to this adventure
  • What's up?:The Adventure in brief.
  • The meat of the adventure
    • Chapter/scene/whatever title.
    • Clearand UV: The scene in brief for the GM, this is what is really going on.
    • Clearance RED: Mostly to be read aloud to the players, but with GM-only notes dispersed throughout.
    • More Trouble to Shoot: Things going a little to smoothly? Here are some suggestions to spice things up.
    • Debugging: Suggestions on how to fix a few problems that are likely to pop up during this scene.
    • Just Rewards: Perversity and other awards for this scene
    • Rinse, laser and repeat for each scene

  • Aftermath: What now? Suggestions for future plot-hooks and lingering effects this adventure may have on Alpha Complex.
  • Final Rewards: Slaps and Bennies for the players, depending upon their performance overall during the adventure.


There's probably something like this already in place, if so, where?
Also note, the format above (but not the titles) is stolen from Shadowrun modules.
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"mutant" power: Can 'speak' by telekineticly vibrating nearby surfaces.
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Moto42
PostPosted: Sun Jun 13, 2004 8:09 am    Post subject: Reply with quote Accuse of treason

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On a more detail-oriented note.
When writing a Mission, and you want to give a sugested modifier for a task, how should we do this?

Example
A citizen could search the local databanks for any information pertaining to the X32 scrubots, but this will require some hacking...

To illistrate the difficulty of this hacking, do we:
  • Suggest a die modifier? In this case "Have the troublshooter make a Software test with a +2 penalty."
    Roll 1D20 +/- {Modifier} against the apropriate stat?
  • Suggest a Stat modifier? "Have the troubleshooter make a Software -2 test."
    Roll 1D20 against the apropriate stat +/- {Modifier}
  • Suggest a minimum margin for success? "Have the troubleshooter make a Software test with a minimum margin for success of 2."
    Roll 1D20 against the apropriate stat, but you're margin must be at least {Modifier} or greater.


Personaly, I think the stat modifier is the tidiest of the three.
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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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Costin-U-MOR-6
PostPosted: Sun Jun 13, 2004 8:57 am    Post subject: Reply with quote Accuse of treason

Tech Services Supreme Nut Tightener
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Moto42 wrote:
[*]Suggest a Stat modifier? "Have the troubleshooter make a Software -2 test."
Roll 1D20 against the apropriate stat +/- {Modifier}

Personaly, I think the stat modifier is the tidiest of the three.

Oh, definitely. Given that Peversity Points work in the same way, modifying the level of the skill (and not the dice roll) - then this sort of thing is like the application of universal Perversity

However, part of the intention of the Perversity system is that the players create their own measure of difficulty for a task. The GM doesn't say:

"Roll against your Software of 12 minus 7 - so, that's 5 or less, cause the local Subnet is crawling with security."

Instead, he takes calls on how many Perversity Points people are spending, possibly throws in a couple of 'Universal Perversity' himself (as it the GM's prerogative under the Standard Laws of Fudging) and applies those points to the character's skill level/ Finally he announces:

"Accessing the Subnet you get an uncomfortable feeling like you're being watched. You reflexively peer over your shoulders a couple of times, knocking over your can of B3 on the keyboard the second time. Sweat starts trickling from your forehead as you realise just how many multiple-choice security inputs there are between you and the information you're after. Roll 5 or less to retrieve the information your desire."

Better still that final sentence should read:

"[Clatter of dice behind the GMs screen. Pencil scribbling, head shaking and some vigourous checking of charts and tables - most of which is irrelevant to the roll] You finish the last of the security questions and the information you need is downloaded to your personal pad. Once the download is complete you breath a sign of relief... until you notice an odd countdown has appeared in the corner of the pad screen counting down from twenty. Your frown and shake your head, then somewhere in the distance you hear the sound of heavy boots, getting louder and louder. So, what now citizens?"

Essentially, you tell the player that what his character is attempting is difficult and then work out the result for him. You can only maintain that essential sense of paranoia if the players really don't know what's going on. Obviously, in combat it's different.
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Costin-U-MOR-6
PostPosted: Sun Jun 13, 2004 9:02 am    Post subject: Reply with quote Accuse of treason

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The format you put there seems reasonable enough. You want to have the Tension Level showing prominently at the Chapter/scene/whatever title point.
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Allen Varney
PostPosted: Sun Jun 13, 2004 7:08 pm    Post subject: Reply with quote Accuse of treason

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Costin-U's reply shows his customary deep understanding of PARANOIA. He said what I would have said, except much better.

I dearly hope PARANOIA writers will break themselves of the entrenched habit of offering die-roll modifiers in the text. As Costin-U observes, the Perversity system exists to replace that. In my next draft of the style guide I'll suggest replacing these with sample Perversity modifier explanations for the situation at hand. Probably I'll rip off Costin-U verbatim, a habit I myself find hard to break.
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Costin-U-MOR-6
PostPosted: Sun Jun 13, 2004 8:59 pm    Post subject: Reply with quote Accuse of treason

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Conscientious recycling there, Allen - no problem with that.

I'm showing a deep understanding of PARANOIA...? Hmm, might want to reduce my dosage of Pyroxidine.
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Takyn-U-RUN
PostPosted: Sun Jun 13, 2004 9:37 pm    Post subject: Reply with quote

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That's pyroxidine, citizen. Use the style guide. The style guide is your friend.

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Costin-U-MOR-6
PostPosted: Sun Jun 13, 2004 9:46 pm    Post subject: Reply with quote Accuse of treason

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Takyn-U-RUN wrote:
That's pyroxidine, citizen. Use the style guide. The style guide is your friend.

Very Happy

Friend Gamma said most drugs. I like to take my Pyroxidine capitalised. Friend Computer printed the pill bottle label with Pyroxidine capitalised... would you argue with Friend Computer?
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