A fantastic edition of the best RPG of all time. It's slimmed down for more frantic gameplay, and that might reduce certain types of gamers' enjoyment of the system - then again, those number crunching guys were probably playing Shadowrun or Champions or something.
The new features just scream Alpha Complex ... the types of mechanics only Paranoia can get away with. Stuff like:
Interactive Character Creation - where you carefully build out your character's strengths while your erstwhile Troubleshooter allies build out your weaknesses! "But I don't want a -3 to Athletics!" "Are you feeling less than optimally happy about your character sheet, Friend Troubleshooter?"
Combat Initiative based on real-world chutzpah - bluff and lie your way to the top of the turn order!
Action Cards that supplement combat - I was skeptical of the cards at first, but there's still dice rolling. Indeed, many cards add dice to your rolls and/or take away dice from commie mutant traitors. What the cards really do is stimulate less-experienced players into thinking of ways of screwing with opponents/team members that usually only comes with Alpha Complex experience.
The Computer Dice - Trust the Computer, the Computer is your friend. And with the Computer die, Friend Computer is now helpful more often than ever! Field surgery is a stressful task ... who wouldn't want their best friend to provide them with a holographic cartoon immediately over the patient's wounds? Only a traitor, that's who.
Compact Size - Comes in a box half the size of traditional RPG handbooks, which makes it a lot more friendly to stick in a bag. When you need Paranoia, it's always there for you.
Downsides:
Several d6s instead of d20s - this is mostly just my personal preference for the d20s of Paranoia's past. But if it bothers you like it does me, you can just change the rule regarding successes on 5 & 6 for d6 to successes on 14 to 20 on d20. The odds are fairly similar, and this way you get to make 13 the unlucky number!
Cards reduce customization - Unless you have the ability to print your own cards, you won't have cards for your own mutant powers, secret societies and mandatory bonus duties. Of course, you can always just hand your players a piece of paper with their information on it ... and no one's going to come beat down your door to force you to use the mutant power/bonus duty/secret society cards anyhow.
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Paranoia: Core Starter Set (MGP50000) Perfect Paperback – May 15, 2017
by
Mongoose Publishing
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LanguageEnglish
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PublisherMongoose publishing
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Publication dateMay 15, 2017
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Dimensions9.02 x 6.1 x 2.09 inches
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ISBN-101908460644
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ISBN-13978-1908460646
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Product details
- Publisher : Mongoose publishing (May 15, 2017)
- Language : English
- ISBN-10 : 1908460644
- ISBN-13 : 978-1908460646
- Item Weight : 2.3 pounds
- Dimensions : 9.02 x 6.1 x 2.09 inches
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#265,604 in Books (See Top 100 in Books)
- Customer Reviews:
Customer reviews
4.7 out of 5 stars
4.7 out of 5
152 global ratings
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Reviewed in the United States on September 4, 2017
Verified Purchase
34 people found this helpful
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Reviewed in the United States on January 23, 2018
Verified Purchase
It is a well done revision and revamp of this 30 year old RPG. The system has been streamlined and made simpler and IMO better.
The set comes with a Mission book containing multiple missions. I find that these missions are not fully realized and in many areas it just leaves details blank. The main part of the Gehenna mission has no details about 3 levels that the players are intended to advance through.
The dry erase character sheets were a good idea. But in practice they are unworkable. The space for writing information is way too small for a standard marker. Something like writing "+3" just becomes a lumpy black blob. A slight bump or touch of the elbow could wipe out your entire skills area.
The DM's book is really only good for detailing Secret Societies. The bulk of the DM book just seems to be basic hints and tips for new DM's and doesn't have many game mechanics or explanations of how parts of the game works. Most of the rules are in the Player's book and are laid out more to be a humorous read then to be a good source for finding rules guidance while playing.
I like the card system but there are a very limited number of equipment cards. So, it seems that your game will forever be limited to a couple dozen low grade equipment items. If you want to introduce more equipment or even to provide R&D items (which was a standard feature of any Paranoia adventure) you will have to make your own cards? And with the Initiative system (which includes players bluffing about their card's Action numbers) these handmade cards pretty much ruins a player's ability to effectively bluff (since everyone can see he has used a custom card). This is a serious flaw in the system. You are either going to have to only use the limited supply of equipment cards or you ruin the Bluffing system for Initiative determination.
Mongoose has mentiond some expansion/updates - but nothing has been announced in the realm of equipment cards.
The set comes with a Mission book containing multiple missions. I find that these missions are not fully realized and in many areas it just leaves details blank. The main part of the Gehenna mission has no details about 3 levels that the players are intended to advance through.
The dry erase character sheets were a good idea. But in practice they are unworkable. The space for writing information is way too small for a standard marker. Something like writing "+3" just becomes a lumpy black blob. A slight bump or touch of the elbow could wipe out your entire skills area.
The DM's book is really only good for detailing Secret Societies. The bulk of the DM book just seems to be basic hints and tips for new DM's and doesn't have many game mechanics or explanations of how parts of the game works. Most of the rules are in the Player's book and are laid out more to be a humorous read then to be a good source for finding rules guidance while playing.
I like the card system but there are a very limited number of equipment cards. So, it seems that your game will forever be limited to a couple dozen low grade equipment items. If you want to introduce more equipment or even to provide R&D items (which was a standard feature of any Paranoia adventure) you will have to make your own cards? And with the Initiative system (which includes players bluffing about their card's Action numbers) these handmade cards pretty much ruins a player's ability to effectively bluff (since everyone can see he has used a custom card). This is a serious flaw in the system. You are either going to have to only use the limited supply of equipment cards or you ruin the Bluffing system for Initiative determination.
Mongoose has mentiond some expansion/updates - but nothing has been announced in the realm of equipment cards.
23 people found this helpful
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Reviewed in the United States on July 17, 2017
Verified Purchase
The core set gives you everything that you need to get started with Paranoia. The setting is made clear, the system is easy to pick up from the rules, and they give lots of tips etc. to help fit the game to the needs of your game group. The card driven combat system is interesting (and a bit unorthodox), but the best part about having the included cards is making the mutation and secret society selection so much easier. The rulebook is well written (and quite funny). I'm sure my group and I will have plenty of fun with this.
My one problem (which is a personal thing) was the character sheets. They give 6 cardboard sheets that can be written on with dry or wet erase markers. However, because the sheet is half the size of a normal 8.5/11, the fat markers are too hard to mark the character sheets. I prefer paper sheets that can be written on in pencil, but I understand the decision to include the boards instead. I went ahead and made my own character sheets anyway (but I normally do that sort of thing for my games anyway)
Overall a great purchase. Definitely looking forward to more in the line.
My one problem (which is a personal thing) was the character sheets. They give 6 cardboard sheets that can be written on with dry or wet erase markers. However, because the sheet is half the size of a normal 8.5/11, the fat markers are too hard to mark the character sheets. I prefer paper sheets that can be written on in pencil, but I understand the decision to include the boards instead. I went ahead and made my own character sheets anyway (but I normally do that sort of thing for my games anyway)
Overall a great purchase. Definitely looking forward to more in the line.
28 people found this helpful
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Top reviews from other countries
Hermione Little
5.0 out of 5 stars
Excellent game
Reviewed in the United Kingdom on October 18, 2018Verified Purchase
I love the card designs and artwork in this reboot of Paranoia. It's really interesting reading through the books as well.
2 people found this helpful
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Janis Zarins
5.0 out of 5 stars
Fun
Reviewed in Germany on February 1, 2019Verified Purchase
Fun enjoyable game where you can laugh a lot. Recommended!
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