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West End and Mongoose have published numerous addons for the wonderful
game Paranoia. I own everything in this list, which should be a reasonably
complete listing of everything published as a game supplement by both of
them. They're sorted by Edition and WEG/MGP ID number.
First Edition
WEG 12001: The Paranoia Box Set 1984
The game that started it all! From the minds of Dan Gelber, Greg Costikyan,
and Eric Goldberg, the original Paranoia edition. Complete with skill trees,
percentile rolls, and all the Paranoia fun you've enjoyed for years. With a copy
of this, you can follow the in jokes through every other Paranoia module. It
also won the H.G. Wells Award for Best Roleplaying Game!
WEG 80101: Gamemaster's Screen 1985
Charts, pictures, and 3 adventures. Ken Rolston seems to take primary
responsibility for "Das Bot: Nearly a Dozen Meters Beneath the Sea", "The
Trouble With Cockroaches", and "Robot Imana-665-C".
WEG 80102: Vapors Don't Shoot Back 1985
Orange Clearance Troubleshooters attempt to survive the 84th Annual High
Programmer's Invitational Tournament. Curtis Smith (with Geoff Valley) have
the honors. I like this adventure. This Paranoia adventure was nominated for
the H.G. Wells award for best Roleplaying Adventure.
WEG 80103: The Yellow Clearance Black Box Blues 1985
This classic Paranoia adventure features John M. Ford's wonderfilled tale of
Secret Societies fighting over the mysterious Black Box. This Paranoia
adventure won the H.G. Wells award for best Adventure of 1985. Friend
Computer says every Ultraviolet should have a copy. Now, Citizen!
WEG 80104: Send In the Clones 1985
Paranoia adventuring in the world of TV, the Troubleshooters get to meet
Teela-O-MLY, heartthrob of millions of Alpha Complex vidshow
watchers...and terminate her. This adventure introduces the Clone Rangers and
the Cloud Men's Minds power. Too bad about those hormone suppressants.
Songs and game show inlcuded! Thanks to Allen Varney and Warren Spector.
WEG 80105: Acute Paranoia 1986
Acute Paranoia! Possibly the best Paranoia supplement of all time, it
introduced many interesting things, like the Trekkies, the Drug Interaction
Table, the Warbot Model 425 Mark IV, playing as Bots, Code 7 Mini
Adventures, and more! The entire Paranoia team contributed items for this. If
you can find a copy, get it!
WEG 80106: Player Handbook 1984
See the Box Set above; this is the book the players can read. Unlike That
Other Game, it's not strictly necessary.
WEG 80107: Clones In Space 1986
Erick Wujcik's tale of adventure in the ceiling of the Outside. Pie Fighters,
insane computers, and BEMs (Bug-Eyed Monsters) flourish! A fun adventure.
Heck, the Explosive Decompression and Space Vehicle Services (Skill Level
0) Tables may be worth it.
WEG 80108: Orcbusters 1986
An extremely fun sendup of That Other Game, Ken Rolston's Orcbusters
features Wizards, Dragons, and, of course, an Orc. Continuing features
include the Transdimensional Collapsitron, Randy the Wonder Lizard, and the
Vulture Warriors of Dimension X!
WEG 80109: HIL Sector Blues 1986
Ever wanted to play Citizens of higher clearance than Orange? Ever wanted to
know what happens when Citizens survive for longer than one night? Well,
here is your answer! Ken Rolston introduces us to life as Blue Internal
Security Troopers. This features the first appearance of Cardstock Commies.
Second Edition
WEG 12000: Paranoia, Second Edition Booklet
WEG 12001: Paranoia, Second Edition Box Set 1987
With the coming of 1987 comes the first rewrite of the Paranoia game
mechanics. This is the version I happen to like the best. It's also very
uncomplicated: D20s for everything. Pretty much. Get a copy if you can! The
box set includes a D20 and "The Compleat Troubleshooter", a guide to the
Mandatory Bonus Duties. Includes EZ-to-copy badges for your
vict...err...players to wear!
WEG 12002: Paranoia Excessory Pack 1987
The gamemaster screen and general neat stuff add on for the Second Edition,
Fifth Edition
WEG 12600: Paranoia, Fifth Edition Booklet 1995
The crew at West End resets the Paranoia universe to where it was before the
Megawhoops and Reboot. The game mechanics change too...not like game
mechanics were ever the big thing in Paranoia.
Novels
WEG 12302: EXTREME PARANOIA: Nobody Knows the Trouble I've
Shot 1991
A great introduction for new players who you'd like to see work together with
their party. Adventures to the Outdoors, superstring theory...
WEG 12303: Title Deleted for Security Reasons 1993
Follow the adventures of James-B-OND, Alpha Citizen, through his many
clones.
WEG 12304: Stormshooters and Troubleknights 1993
What would happen if Friend Computer found out about Darkness Devices
and dimthreads? A series of short story "what if" crossovers between Paranoia
and Torg.
Mongoose Publishing
Paranoia XP
MGP ID: Title Copyright Date
MGP 6630: PARANOIA XP 2004
The resurrection of Paranoia! Author Allen-V, along with the original creators
and a host of others at paranoia-live.net, have updated both the world and the
system. Skills are everything and Perversity runs high! Purchase this
immediately, citizen, or be subject to demotion and fines!
MGP 6631: Mandatory Fun Enforcement Pack 2004
The GM's screen and useful booklet. Here, the booklet contains forms you can
copy and a mission blender for those times when you need a little inspiration
for a way to kill your Troubleshooters. Recommended for all Ultraviolets!