Paranoia is set in a 1980’s dystopia where Friend Computer directs humanity with a scented iron fist. It’s 1984 crossed with Discworld.
Unfortunately, you’re also secretly a commie, mutant, or traitor. Or all three.
Fortunately for you and unfortunately for your comrades, they’re all probably commies, mutants, and/or traitors, and you’ll get points with Friend Computer if you expose them and eliminate them before they do the same to you.
Your character gets a large array of interesting and goofy stats, and to use them, you roll a d20 in hopes of rolling at or under your stat’s score. There’s little in the way of damage; the weapons with which Friend Computer provides you rarely leave much residue.
Our group didn’t roll much; we were too busy dealing with an unfamiliar sewer transport, a surprise loyalty test, and of course, accusing each other of treason. The GM handled most of the rolls.
I had great fun playing Paranoia, but it was a very particular kind of fun. I felt “inside the action” more than I do in a typical
It’s an odd game. A memorable, weird, hilarious, crazy, fun, odd game.