Ancestors

Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 16:34

So I had some idle thoughts about Paranoia again lately, which kind of fits into the global zeitgeist.

I mean the roleplaying game of course, although who's to say really?

The game has gone through a few editions over time, and I feel it has risen to thematic relevance again in a way I didn't think possible ten years ago. 1/?

[#]ttrpg

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Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 16:44

Paranoia was a child of the cold war, and it cast the player characters as troubleshooters tasked with working for the good of the Alpha Complex (a domed city/underground base) by the all-mighty Computer.

Troubleshooters find trouble, and they shoot it. What trouble? Communists, traitors, mutants, conspiracies, communists, malfunctioning equipment, communists, commie mutant traitors, etc.

2/?

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Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 16:48

There is a certain conceptual purity in the setting of the first edition that none of the later editions really managed to capture again: you see, the Computer is insane and believes itself and the Alpha Complex to be under constant attack by communists, mutants, or any other menace.

The joke is that every single character in the setting is a member of at least one conspiracy, as well as a mutant, all the while Alpha Complex is the model of a communist society.

3/?

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Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 16:54

Unfortunately, as is often the case with roleplaying games, later editions had some serious conceptual drift set in. 2nd edition was technically close to the original, just a bit cleaned up from the rules side, but already was a bit too "haha look how funny we are" in it's writing.

It didn't help that later books of the edition went with painfully unfunny pop-culture parodies and an unneeded metaplot.

Well, it was the 90s.

4/?

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Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 19:14

Speaking about conceptual drift in roleplaying games: they are kinda prone to it, aren't they?

I think the main reason is because you never know what players and DMs make out of your rules once they are left alone with them.

The big example is of course #dnd, which started as a supplement for a tabletop wargame (the box even having space for the Chainmail rulebook), and ended up... well... gesticulates at the tabletop rpg hobby in general

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Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 19:22

but you can see that in a lot of games. Have you ever compared the 1st edition of #Vampire the Masquerade with later editions? Those are drastically different games. The rules are roughly similar, but the whole concept changes from 1st to 2nd ed.

1st ed. is a game about lonesome vampires in some American city, going to hunt for prey, fighting to stay (un)alive.

There's only 7 clans specified at all. It even proposes you set the game in Middle-Earth instead.

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Toot

Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 19:23

ok, and it had heavy Ars Magica connections at that point, both of which were published by White Wolf at the time.

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Descendants

Written by 1 tripod in 3 trenchcoats on 2025-01-27 at 19:27

I mean, if you read the 1st ed. VtM you might come away with the impression that Vampires and other supernatural beings were, you know, RARE in the World of Darkness.

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Written by Brian Rogers on 2025-01-27 at 20:05

@kyonshi To be fair, between first and second edition they figured out who their paying audience was and adjusted with great rapidity!

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