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| High Programmers: A Different Game |
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| The Bad Kind of Puppy |
Posted: Wed Mar 31, 2010 9:31 pm Post subject: High Programmers: A Different Game |
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 RED

Joined: 31 Mar 2010 Posts: 2
Service Group: R&D
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I'm new on this forum, so I figured I'd jump into the deep end of the food vat and provide my own take on how High Programmers differs from previous Paranoia offerings. Hopefully, this will help other players and GM's decide whether they want to try out High Programmers, or stick with the familiar territory of Troubleshooters, which is still in my opinion one of the best RPGs on the market to GM.
I'm just going to assume that everyone reading this has played, or is familiar with, the rules for Paranoia. I'm making this assumption for two reasons:
1) Why else would you be here?
and
2) As I will later explain, I don't think High Programmers is designed to be played by anyone who hasn't already played Troubleshooters/XP.
So, where to start? How about the basic rules... in Troubleshooters (which I'm just going to call XP at this point, because change is scary) the "rules" portion of the core book was classified Ultraviolet, "preventing" the players from reading it due to their security clearance.
In High Programmers, however, everybody is clearance Ultraviolet. This leads to what I feel is the key problem with this rulebook: the "this section is Ultraviolet Clearance, this section is Red Clearance" delineation that I'm so used to from previous products has been abandoned, lending a "you may read this entire book, but the GM is always right" atmosphere to the text. There will be sidebars addressing the GM on the same page as a passage giving advice for novice players.
Frankly this is confusing, to the point where someone casually reading the book from cover to cover will suddenly find themselves in the middle of the campaign module, with no clear warning that they shouldn't be reading an obviously GM-only section. Normally, the players reading the core rulebook's sample mission wouldn't be a big deal, but it isn't as if there is a vast catalog of High Programmer missions that the GM can pick from.
This could have been fixed by making the GM sections "clearance GAMMA", which honestly could have completely solved this problem. However, as the rulebook points out on multiple occasions, Clearance GAMMA DOES. NOT. EXIST.
The upshot of everybody being clearance ultraviolet is that the game can be run without a GM. Optional rules in the back provide a variant of the game in which each player devises crises for their opponents to deal with, and then must confound the efforts of their fellow players while simultaneously dealing with the crises provided by their peers. I suspect that the GM-less rules variant plays rather differently in terms of atmosphere, as the game becomes much more of a resource management game without a GM to make the lives of the players a living hell. Still, it's a welcome and logical inclusion.
On the subject of resource management, the authors want to make it absolutely clear that the game shouldn't FEEL like a resource management game, and that it is largely up to the GM to prevent the players from feeling too comfortable with the Access system. Despite the fact that almost everything in the game can be reduced to its resource (Access) cost, the ability of the GM to arbitrarily increase or decrease the amount of access available to each player (utilizing, of course, a handy Access decrease/increase excuse table) returns the game to its role-playing roots.
I quote: "the core of High Programmer isn't solving problems, or arguing with the other High Programmers, or even screwing other players over. No, the core of the game is letting the players take revenge for all the past indignities and screw-jobs inflicted on them in past Paranoia games." Consequently, everything in this game feels BIGGER, and everything the players can do feels like a more powerful version of what they could do as Troubleshooters:
-You don't go on missions with your team of Reds, you SEND teams of Reds on missions.
-You don't belong to a secret society; you play the secret societies against each other, and to a certain extent, aim the secret societies at problems you'd like to solve like well placed, highly unreliable carpet bombs.
-You have as many clones as you want, and death becomes a drain on resources and stats rather than a permanent imposition.
-Your mutant powers are EPIC. As long as you have power, you can solve any tactical problem like Batman, create duplicate bodies like Multiple Man, regenerate from injuries like Wolverine, or turn into a giant monster like the Hulk. Of course, since most of the game takes place in a locked subterranean control room in clear sight of the other players, the way you exercise your power becomes more nuanced.
-You can PROGRAM the Computer. To do ANYTHING. (This is somewhat mitigated by the fact that every player can program the Computer to do anything, and turnabout is fair play.)
So far, everything I've mentioned has fallen into the general statement that, compared to XP, High Programmers is more fun for the players, but more difficult for the GM. Upon first glance, I thought, "okay, if the players are the rulers of society, what can I throw against them that is even remotely challenging?"
Enter the "What UVs Worry About" section. If you have any doubts at all about High Programmers, I encourage you to look at this section first, as any problems I had with the book vanished upon reading it. There is so much you can do to utterly terrify your players with High Programmers that you just can't pull off in XP. In simple terms, if your players are constantly in fear of getting terminated for failing to file a report to change a lightbulb in triplicate, they are less inclined to worry about the possibility of the Caucasus Complex. If your players have to answer to their own secret society, they will be less inclined to worry about the existence of the Illuminati, which operates independently of High Programmer influence, if they even exist.
In summary, the whole game of High Programmers can be summarized by the phrase "the more power you have, the more worried you have to be about losing your power." Ultimately, High Programmers is a completely different game from XP, owing mostly to its difference in theme and focus, rather than its difference in rules. I look forward to trying it out with a group of players just as much as I look forward to my next game of traditional Paranoia. |
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| Allen Varney |
Posted: Thu Apr 01, 2010 12:03 am Post subject: |
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 Gamma Very High Programmer

Joined: 22 Feb 2004 Posts: 997
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| Silent |
Posted: Thu Apr 15, 2010 9:08 pm Post subject: |
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BLUE

Joined: 10 Jan 2005 Posts: 2765
Service Group: HPD&MC
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I'm not sure about giving High Programmers super-mega-mutant-powers and the ability to reprogram The Computer willy-nilly. Turning UVs into Ultra-Mutants might make sense in flavor (if you didn't have such mutant powers, you wouldn't make it to UV status)...but the players still need a some sort of boss to keep them in line. The Computer is a good a boss as any. _________________ Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit
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| JohnDoom-COM |
Posted: Thu Apr 15, 2010 10:35 pm Post subject: |
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 YELLOW

Joined: 06 Oct 2008 Posts: 598
Service Group: Internal Security
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| I could be totally off for this one, but wouldn't the term High Programmer insist that they are the ones who CODE Friend Computer? |
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| Silent |
Posted: Wed Apr 21, 2010 6:51 pm Post subject: |
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BLUE

Joined: 10 Jan 2005 Posts: 2765
Service Group: HPD&MC
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Yes, but the fact that everyone else can modify Friend Computer (as well as Friend Computer being paranoid of its own UVs) means that any modification you do make is automatically erased due to some other subroutine coded 60 years ago.
Modifying Friend Computer really needs to be limited, and not equal to FC becoming a slave to any old guy wearing a white coat. _________________ Silent-B-PLN-6
Chief of Security(pending)
Works in: HPD&MC, Internal Security
Wearing: BLUE Jumpsuit
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| Zild |
Posted: Thu Apr 22, 2010 12:53 pm Post subject: |
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GREEN

Joined: 09 Sep 2004 Posts: 1706
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| Silent wrote: |
| as well as Friend Computer being paranoid of its own UVs |
My first response to this was utter shock! The whole basis of the security clearance system is that it shows the level of trust The Computer computes a citizen warrants. To say it does not trust those at the very highest level...
...could actually make a lot of sense. The Computer needs citizens to maintain and update it and so it entrusts this duty to the most trusted members of society, even if "most trusted" means less honest than Tony "Iraq has WMDs, it's nothing to do with the twenty million I stand to make" Blair.
This has obvious analogies with politics, where voting for the person or party that represents you the most often means voting for somebody with whom you agree less than half the time, but still more often than you agree with anyone else.
That also suggests some ideas for slightly different versions of Alpha Complex, based around various government structures:
Alpha Complex Monarchy:
One citizen and his clones are alone charged with reprogramming The Computer. Their every want (short of anything that would risk The Computer or its power) is automatically granted, with the intention that this will give them no reason to ever become corrupted. They are reverred as chosen by The Computer, and feared as all-powerful.
Alpha Complex Fundamentalism:
Only those who worship The Computer most ardently and appear to follow its rule most closely are deemed worthy of reprogramming it. This sounds eerily like standard Alpha Complex...
Alpha Complex Democracy:
The Computer entrusts the population with the task of finding the most trustworthy citizens to act as High Programmers, with popular vote as the method of determing the average opinion. Surely the populace could never corrupt a system provided for its benefit, and surely such a system would never devolve into a popularity contest... Of course, there are many variations on electoral systems and many ways in which they could be made fairer (from one perspective, but not from others). Who better to decide the fairest system than those citizens voted most trustworthy by their peers?
As for the thought of everyone being able to program Friend Computer making it slave to whoever is holding the controls at the time... Just try modifying someone else's code. Things never go as you expect, and that's with professional coders. Now imagine a bunch of people with no real training, who have no way of testing their code, attemtping to code in a manner that is hard to read and intended to cover their tracks. That alone is explanation enough of Alpha Complex! _________________ Blog: [DELETED FOR SECURITY REASONS] Is A Compliment |
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| Rickton |
Posted: Thu Apr 22, 2010 5:59 pm Post subject: |
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 BLUE

Joined: 04 Jun 2006 Posts: 1707
Service Group: R&D
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| Zild wrote: |
Alpha Complex Democracy:
The Computer entrusts the population with the task of finding the most trustworthy citizens to act as High Programmers, with popular vote as the method of determing the average opinion. Surely the populace could never corrupt a system provided for its benefit, and surely such a system would never devolve into a popularity contest... Of course, there are many variations on electoral systems and many ways in which they could be made fairer (from one perspective, but not from others). Who better to decide the fairest system than those citizens voted most trustworthy by their peers? |
Somewhat unrelated, but the phrase "Alpha Complex Democracy" brought up a thought...
The excellent and hilarious setting of Greg Stolze's (free) …in Spaaace! contains an idea called "Telepublic Democracy," where mind-reading technology is used to instantly poll the entire populace on their stance various issues, and instantly create government policy based on this...which of course results in dystopian situations like ugly people having to cover their faces in public.
I don't know why I never made the connection until now but this sounds pretty great for an alternate version of PARANOIA. _________________ Check out my band's album (Now on iTunes!)
Sometimes I write stories too. (Latest Entry 6/2/10: "History of the Word part 457") |
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| Zild |
Posted: Thu Apr 22, 2010 6:42 pm Post subject: |
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GREEN

Joined: 09 Sep 2004 Posts: 1706
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That begs the question: on what poll question was it scanning for opinions when it came up with the ugly face covering rule?!
Or is there some "random policy generator" that combines random words into questions and then fires off the results regardless of how little sense they may make.
Presumably few people would strongly agree with "Ducks atop rugby must open joysticks" or "Yellow breasts must not walk down telephone directories after 6am", but you never know... _________________ Blog: [DELETED FOR SECURITY REASONS] Is A Compliment |
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| Rickton |
Posted: Thu Apr 22, 2010 7:47 pm Post subject: |
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 BLUE

Joined: 04 Jun 2006 Posts: 1707
Service Group: R&D
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| Zild wrote: |
That begs the question: on what poll question was it scanning for opinions when it came up with the ugly face covering rule?!
Or is there some "random policy generator" that combines random words into questions and then fires off the results regardless of how little sense they may make.
Presumably few people would strongly agree with "Ducks atop rugby must open joysticks" or "Yellow breasts must not walk down telephone directories after 6am", but you never know... |
It's not really "polling," I'd imagine, just processing people's thoughts and coming up with policies based on their apparent values. _________________ Check out my band's album (Now on iTunes!)
Sometimes I write stories too. (Latest Entry 6/2/10: "History of the Word part 457") |
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