Paranoia 1st Edition
ISBN 0-87431-018-0 Original Price $16.95
Paranoia Gamemaster's Screen
ISBN 0-87431-025-3 Original Price $5.95
Orcbusters by Ken Rolston
ISBN ?-?????-???-? Original price $6.95 32 pages
Don't have this adventure but check out my description of reprint that
appears in The Computer Always shoots Twice for a review.
Send in the Clones by Warren Spector and Allen Varney
ISBN 0-87431-033-4 Original price $7.95 48 pages
Ditto.
Paranoia 2nd Edition by Dan Gebler, Greg Costikyan, Eric Goldberg,
and Ken Rolston
ISBN 0-87431-063-6 Original price $?.??
The rules that I've come to know and love, and kill the offhand player
with. Written in a fashion that fully brings the concept of an insane
paranoia-driven society to life, and then shoots you dead in the process.
Really fun and funny, a must read.
The sample adventure isn't too shabby either and provides a great
introduction to the Paranoia. In the adventure, the players must head
off ‘Into the Outdoors with a Gun and a Camera' and take some snaps of two
rather refined Giant Radioactive Mutant Cockroaches. To do so they must
battle wits with their transport, avoid getting impaled by a bunch of
pointy sticks, kill off a few saboteurs, and deal with the aforementioned
GRMCs. Now doesn't that sound fun?
Paranoia Excessory Pack
ISBN 0-87431-064-4 $9.95
The Compleat Troubleshooter (Part of the Paranoia 2nd Edition Boxed Set)
by Steve Gilbert, Doug Kaufman, and Bill Slavicsek
ISBN ?-?????-???-? Original price $?.?? 16 pages
The small booklet included with the 2nd edition boxed set gives a
description of the various Mandatory Bonus Duties that make your average
Paranoia adventure all that more fun. A good addition to any Paranoia
collection that makes the boxed set a worthwhile buy despite the fact
that it only includes the 2nd edition rulebook, extra 20-sided die, and
said booklet.
Acute Paranoia by a bunch of people
ISBN 0-87431-034-2 Original price $9.95 80 pages
A bunch of adventures, adventure ideas, sanity tests, new secret societies,
some fun drugs, and bot character creation rules complete this jam-packed
booklet. Includes the classic adventure Me and my Shadow, Mark IV that
introduces us to the greatest plot device Paranoia ever had and a few
other semi-sweet mini adventures. Not too shabby for only 80 pages.
Alpha Complexities by Ed Bolme
ISBN 0-87431-080-6 Original price $?.?? 48 pages
What do you get when you combine the Warbot Model 425 Mark IV(the most
powerful thing known to clone), a secret conspiracy involving traitors
from another complex and an invisible Commie, and the mayhem that ensues?
A whole lot of fun, that's what! One of the greatest adventures in the
Paranoia line.
The Computer Always Shoots Twice by Ken Rolston, Warren Spector, and
Allen Varney
ISBN 087431-087-3 Original price $?.?? 80 pages
Contains the two classic first edition adventures Orcbusters and Send
in the Clones.
In Orcbusters, the Troubleshooters get to chase around a bunch of
ticked-off wizards from Dimension-X and their servant Randy the Wonder
Lizard all around the hollowed halls of Alpha Complex.
Send in the Clones involves a complex plot in which Teela-O-MLY's
secret society, The Clone Rangers, attempts to secure new cloning
chemicals that will insure that they are the most powerful secret society.
Of course all I can remember is those neat songs, the fact the players get
to play around in the sewers, and the urgh Funbot. A good read that's
worth killing anybody you need to in order to get a copy. Uh, excuse me
while I go answer my door...
HIL Sector Blues by Ken Rolston
ISBN 0-87431-051-2 Original price $?.?? 64 pages
A condensed book that gives a good description of Internal Security life
and some complimentary corresponding adventures, plus some good
suggestions for making a good Paranoia adventure of your own. Some
cardstock Commies (miniatures made from paper), miniature rules, and a
review of all Paranoia miniatures completes this nifty booklet.
Vapors Don't Shoot Back by Curtis Smith
ISBN 0-87431-026-3 Original price $5.95 32 pages
The Troubleshooters get to compete in the completely illegal 84th Annual
High Programmer's Invitational Tournament, all for the sake of following
order (otherwise they die). A fun hose job that any sadistic Paranoia
GM will enjoy.
Clones in Space by Eric Wujcik
ISBN 0-87431-042-3 Original price $7.95 48 pages
For this one the players are shot into space. Why? Seemed like a good
idea at the time. Actually, the players must track down a traitor who
has escaped into Outer Space (where the ceiling would be if the Outside
had one), where they encounter face hugging aliens, space station
Computers, a few bot secret societies, and the pie fighters. The only
real problem with this adventure is that explosive decompression tends
to kill off a player, his clones, his teammates, and does some
inconvenient damage to places the players are supposed to go. This being
the case a bit of minor tweaking is suggested so as you don't need to go
through lift-off every five or so minutes into the adventure.
The Yellow Clearance Black Box Blues by John M. Ford
ISBN 0-87431-027-X Original price $7.95 48 pages
What does it contain, why does everyone want it, and for gosh sake why
can't we open it? All these questions and more will go through the
player's collective heads as they attempt to first acquire the Black Box
and then hold onto it. A fun romp that deservingly won the Best
Roleplaying Adventure Award of 1985.
Don't Take your Laser to Town by Malcolm Mouvis and Vern G. Hargett
ISBN 0-8743101-4-7 Original Price: $?.?? 32 Pages
In this adventure, the Troubleshooters are sent to round up a few
miscreant bots in the Black Gulch (tm) theme park and bring them to
justice (reprogramming). On the way they encounter everything from the
evil Black Bot to trans-dimensional interlopers who belong in Alpha
Complex as much as common decency to your fellow man, does.
The Paranoia Form Pack by Steven Gilbert
ISBN 0-87431-079-3 Original Price $?.?? 3 pages (minus the forms)
A bureaucratic Code-7 adventure that sends the Troubleshooters around
CPU sector trying to get a Bounce Bubble Beverage vending machine so
they can get assigned their new red clearance digs. Needless to say this
nothing more than a cheap way to get GMs to use up all of these nifty
forms, but what else are you going to use ‘em for? Toilet paper?
The DOA Sector Travelogue edited by Steve Gilbert, Paul Murphy, and
Doug Kaufman
ISBN 0-87431-078-4 Original Price $?.?? 96 pages
With a list of too many contributing writers for me to list, the whole
Paranoia writers gang gives us a complete description of the nitty gritty
of Alpha Complex's DOA sector. Bunches of plot ideas for adventures,
a map of the whole sector, and some rather nifty descriptions of world in
which Troubleshooters live in make this book a great read for those of us
who wanted a better description of Alpha Complex than what the rulebook
gave us. A useful tool for the clueless GM who still thinks things like
cooperation and honesty work in Alpha Complex.
The People's Glorious Adventure by Ed Blome
ISBN 0-87431-150-0 Original Price $?.?? 40 pages
In this grand adventure the players get to play Smershoviks the
Troubleshooter's Commie counterpart. Not only that but they get to
gallivant around Alpha State and blow up huge portions of Alpha Complex.
Could this get any more fun?
More Songs About Food Vats by Karl Hughes
ISBN 0-87431-151-9 Original Price $?.?? 40 pages
Mmm, Mmm! The Troubleshooters get to go to where most of the food in
Alpha Complex is made, all while trying to preventing a gang a traitors
from tainting the food supply with a drug that neutralizes the effects of
hormone suppressants (GASP NO!). This adventure also includes such
thrills as the Authorization to Repair Communal Vending Machines,
Pharmaceutical Supplement Dispensers and Autogyro Footbaths form, and
the return of Lucky the MTV (sort-of).
The Iceman Returneth by Sam Shirley
ISBN 0-87431-152-7 Original price $?.?? 40 pages
In this fun adventure, the Troubleshooters wake up one of the original
creators of Alpha Complex, have fun with indestructible Commie leaflets,
fight an Evangelist Yeti, and kill the Computer. All before beddy time
too! Needless to say this is a must-have Paranoia adventure!
Crash Course Manual by lots of people
ISBN 0-87431-153-5 Original price $?.?? 96 pages
A collection of adventure hooks and other useful tidbits that help give
a new perspective on good ol' Alpha Complex in the aftermath of the
death of the Computer. The included adventure A passage to NDA sector
is a real good intro to Megawhoops Alpha too. A real shame that quite
a few of the ideas included here didn't seem to get incorporated into
any of the other Crash setting adventures, would have made the whole
series better IMO.
The R&D Catalog by Ed Bolme and C.J. Tramontana
ISBN 0-87431-157-8 Original price $?.?? 96 pages
All the do-dads and explosive widgets that a Troubleshooter with the
intelligence (and lifespan) of a lemming could ask for. Page-after-page
of sales pitches for various items of questionable value that will please
a sadistic GM to no end. Not only that but also contains a nifty
adventure for you to use all this junk with, too! The adventure itself
is a short and sweet hose job (can you say hose job, I knew you could) in
which the players are first forced into being delivery men for R&D then
get themselves involved in an inter-simplex war of the stupidest kind.
I enjoyed it and I hope you will too.
Gamma-LOT by Grant Boucher
ISBN 0-87431-158-6 Original Price $?.?? 40 pages
Randy the Wonder Lizard returns to Alpha Complex, but this time he's on
a solo mission to steal the Trans-dimensional Collapsatron, Mark II and
thereby become the most powerful Wonder Lizard in the Universe (which
really isn't saying very much). On the way he encounters Post-Crash
Alpha, the player's Troubleshooters, and a somewhat irked Merlin. A
great adventure that proves that you just can't have too much fun.
Alice through the Mirrorshades by Ed Bolme
ISBN 0-87431-154-3 Original Price $?.?? 40 pages
The Troubleshooters get sent back in time via a remolded Trans-dimensional
Collapstration, Mark I (that looks distinctly like the car in those Back
to Something-or-Other movies) and sent on a mission to kill poor Clem
(that's the guy in the Iceman Returneth adventure). Anyway a bunch of
stuff happens but in the end the players botch up the job and this sets
the stage for Twilightcycle: 2000.
Twillightcycle: 2000 by Sam Shirley
ISBN 0-87431-155-1 Original Price $?.?? 40 pages
Continuing where we left off from the prior adventure (that's where the
players/Troubleshooters messed up) the Troubleshooters get sent to world
of Twilight: 2000 in order to blow up some real Commies, reprogram a baby
Computer (aw isn't it so cute, and just think one day it will rule over
all Alpha Complex with an Iron synthetic fist), and run into themselves
three or four times. Anyway again they screw things up badly and get
sent on their next adventure.
Vulture Warriors of Dimension X Campaign Pack by Joseph Anthony and
David Avallone
ISBN 0-87431-156-X Original Price $?.?? 96 pages
A rather weird adventure called Dr. Who and the Paranoids of Alpha, that
concludes the stuff that happens in AttMS and TWC: 2000 that involves
an ancient evil beyond our ken and a bunch of MALOKs (Dalek wannabes).
Anyway, aside from the adventure is a bunch of rules involving time
travel and parking tickets that most GMs will be better off not bothering
trying to understand. Not the greatest of Paranoia books but not the
worst either.
Death, Lies, and Vidtape by Allen Varney
ISBN 0-87431-159-4 Original price $?.?? 48 pages
The Troubleshooters are assigned to guard that really sexy babe from the
cover of the Crash Course Manual. Needless to say the fail big time and
get blamed for the murder. The rest of the adventure is devoted to
discovering who (or what) killed Elizabeth-R.
Mad Mechs by Paul Murphy
ISBN 0-874310-160-8 Original price $?.?? 62 pages
The Computer has returned, although that has nothing to do with this
adventure. In this adventure, the Troubleshooters get to travel beyond
the Alphadome to Australia in order to pick up somebody who might be able
to figure out how to keep some pesky aliens from blasting Alpha Complex
into oblivion. No pressure or anything.
The Paranoia Sourcebook by Ed Bolme
ISBN 0-87431-163-2 Original price $?.?? 126 pages
A great introduction to the world of Alpha Complex after the return of
the Computer. Scads of useful and useless information that gives a
grand description of the new Paranoia world. Lots of nifty things to
be turned into adventure hooks too! Also includes issue #0 of At
Your Service Citizen.
Bot Abuser's Handbook by Ed Bolme
ISBN 0-87431-164-0 Original price $?.?? 94 pages
Revised version of the rules in Acute Paranoia for the creation of bot
player character. Plus a few neat bot secret societies to boot. A
good book for GMs who are tired of using the boring meat sack
Troubleshooter.
Paramilitary by David Lemon
ISBN 0-87431-167-5 Original price $?.?? 95 pages
Rules and regulations for playing Armed Forces highly competent
personnel (yeah right). Adventure hooks, R&Dish gizmos, and some rather
fun food to play with. A good way to pummel players who whine about
how all Paranoia adventures are the same.
Paranormal/CTV by Ed Gibson, Charles Ginsburg, Brian Schomburg,
Jesse Van Valkenburg, and Bill Olmesdahl
ISBN 0-87431-169-2 Original price $?.?? 127 pages
A general mish-mash of ideas, adventures, and other such bad ideas.
One of the weirdest supplements to date, featuring an adventure with
some junior citizens, a prison gulag, a bunch of hungry vampires, and an
adventure that has something to do with the Twilight Zone (I think).
Comes off a bit jumbled, but what do you expect?
Paranoia Recycled Pack
ISBN Doesn't seem to have one Original price $?.?? ? pages
Seems to be a hodgepodge of various forms (no two Recycled Packs seems
to be the same), Cardstock Commies (tm), and a collection of plastic
replicas of a few of the Grenadier Miniatures. Good for some triplicate
forms and Grenadier Miniatures if you missed out on either of these two
items.
Paranoia 5th Edition by Ed Stark, Greg Farshtey, and Daniel Scott Palter
ISBN 0-87431-171-3 Original price $25.00 224 pages
A bad rehash of the 2nd edition rules that wasn't at all necessary or
even done well. This combination of pathetic cartoons and the toned
down language of the text, suggests to me that some jerk wanted to make
Paranoia politically correct and hence not dark. This is self-defeating
to the idea of a darkly humourous future and makes for a lot of wasted
money on my part. Not especially my favorite Paranoia product.
The sample included adventure isn't much to look at either.
Supposedly a sequel of sorts to ‘Into the Outdoors with a Gun and a
Camera', ‘Back from the Outdoors' is about going outside, running into
a bunch of people (none of which were even in ITOWAC might I add),
killing them and returning back safe and sound. And no this isn't much
more fun than it sounds.
Creatures of the Nightcycle by Jennifer Brandes and Chris Hepler
ISBN 0-87431-172-1 Original price $17.00 112 pages
Aside from the poor artwork, the mismanaged adventure design, and
blasted circuit board background, this isn't the worst adventure ever
made (see 5th Edition rules). In the adventure, the Troubleshooters are
turned into dead infrareds (vampclones) and run around killing other
dead things and wind up back in the very same place they began in.
Books:
1. Extreme Paranoia: Nobody knows the Trouble I've Shot, By Ken Rolston
ISBN 0-87431-162-4 : Original Price: $4.95 : 346 Pages
This book follows the exploits of Homer-R-ICK and his mismatched team of
clones and bots, as they attempt to complete a mission of upmost
importance (and we really mean it this time) without getting shot at, much.
A great introduction to the world of Paranoia, but lacks the inter-team
backstabbing that makes a GM's job oh so much more enjoyable.
2. Paranoia: Title Deleted for Security Reasons, By Ed Blome
ISBN 0-87431-165-9 : Original Price: $4.95 : 346 Pages
This book follows the exploits of James-B-OND-1 and his robotic partner
Claude, as they attempt to discover why Manny-I-KON of CPU is actually
doing a good job as Head of KGB Sector Troubleshooter Headquarters, and
failing that convict him of treason. All this while trying not to lose
a clone (fat chance!). A fun read that gives a glimpse at the fun world
of Alpha Complex and tastes just like recycled paper (with half the fat!).
3. Stormshooters & Troubleknights, Edited by Paul Arden Lidberg
ISBN 0-87431-168-3 : Original Price: $6.95 : 280 Pages
A collection of numerous short stories all packed into one of those
wider than average novels that you bought at your high school book fair
(or was that just me?). The books contains 13 stories (14 if you count
the sort-of story that's on the first page and picks up again on page 272
and supposedly ties together all the other ones) written by 11 different
authors (no weird pockets of unreality here, some authors just wrote
twice). The stories themselves are about interaction between the forces
of Alpha and the forces of Torg, and since I'm not familiar with Torg
these stories only make so much sense with me. In the end you get a few
good, a few so-so stories, one or two great stories, and a whole lot of
bad stories (well a few at any rate).
Paranoia Comic, Published by Adventure Comics a division of Malibu Comics
Original Price: $2.95 each
1. Clone-1, Comic #1 - written by Paul O' Conner : 25 Pages
An extremely dark and barely humorous peek in on the life King-R-THR-1,
as he attempts to uh... well I was never really sure on that. Only good
thing about this one was that it was mercifully short.
2. Clone-2, Comic #2 - written by Paul O' Conner : 28 Pages
Still dark (really wish somebody would turn a light on) but the humor
picks up in the book with the introduction of the Infrared Fun Book,
Count-Your-Blessings-Intensive-Therapy-Device, and a more enjoyable
comic spoof of an adventure team than that paltry group of Revengers that
appeared in the last comic.
3. Clone-3, Comic #3 - written by Paul O' Conner : 27 Pages
A fun romp with King-R-THR-3 as his runs into Lance-R-LOT-3, gets to be
one the Cherries (Troubleshooters working for the Armed Forces), get
shot at (happens quite a bit actually), and learns of a plot by the N3F
to take over Alpha Complex by creating a normal guy with a frigid
girlfriend, a withered grammy, and gets a D- average at school.
Needless to say this plot makes very little sense to yours truly and is
only understandable through the physics of not-making sense.
4. Clone-4, Comic #4 - written by Paul O' Conner : 28 Pages
A substantial step-back in the quality of humor from the last two books,
that pits King-R-THR-4 as team leader of a go nowhere Troubleshooter
mission by default (i.e. - he kills the last one). In the end he dies
for no good reason (big surprise there :<).
5. Clone-5, Comic #5 - written by Paul O' Conner : 26 Pages
King-R-THR-5 boinks a bunch of Earth Mothers, collapses and has a dream
in which all of his past lives pop on by to say hi, and then King is
dragged in front on the Computer (first appearance YAY!) who mentions
something about a race memory mutation then activates a post hypnotic
command that causes King to up and kill himself.
6: Comic #6
Haven't yet gotten a-hold of this one yet, and am not yet sure if trying
is worth the effort. The series isn't all that bad but the lack of a
developing plot makes me wonder if I want number 6 all that badly.
White Dwarf Magazine Articles:
White Dwarf #81 - Computer Horror Real Action Show
by Robert Lyn Davies
Original Price: $1.95
This adventure scenario is an attempt to spoof The Rock Horror Picture
Show and some other genres. Unfortunately, it doesn't come off that
well and ends of being a less than perfect adventure that wasn't worth
what I paid for it.
White Dwarf #83 - Tipper-R-Ary: Getting from A to B in Paranoia
by Bob Avery
Don't have it, but read my review of Cloneday surprise before searching
this one out.
White Dwarf #84 - Operation Ufans
Don't have it, so I haven't got anything to say.
White Dwarf #87 - Happiness is Laser Shaped
Ditto.
White Dwarf #89 - Do Troubleshooters Dream of Electric Sheep?
by Marcus Rowland
Original Price: $1.95
A nifty little mini-adventure that defies any explanation. In the
adventure the Troubleshooters head off on a mission into the sewers
(complete with voice activated parachutes) and somehow wake up to find
themselves in an idyllic cottage setting. Once there God commands them to
figure out who's killing his battery operated baa-baas (sheep) and put a
stop to it. Needless to say this doesn't make much sense but is a fun
adventure nonetheless.
White Dwarf #90 - Fear & Ignorance: Paranoia GM'ing
Don't own it, so I can't tell you about it.
White Dwarf #91 - Little Lost Warbot by Marcus Rowland
Original Price: $2.50
The Troubleshooters are sent on a mission to recover or destroy
(to prevent it from falling into enemy hands) a Warbot lost in the
Outside. On the way they run into a another Alpha Complex, a few aliens,
and a band of Mexican pseudo-Daleks. Needless to say this is another gem
from the twisted mind of one Marcus Rowland.
White Dwarf #101 - Cloneday Surprise by Bob Avery
Original Price $2.50
The Cloneday Surprise is merely a collection of live-action
suggestions to spice up a gaming session, the adventure of trying to
deliver an atomic cake to the Computer seems to only be an afterthought.
Too much live action stuff and plug that forces you to get Bob's WD #83
convinces me this is a so-so adventure that you're better off not buying.
White Dwarf #112 - Vulture Warriors from Dimension X meet plenty of
cheerful Orks with Plasma Cannon by Ken Rolston
Original Price: $3.50
Wow! That's all I can really say. Ken yet again proves his Paranoia
genius by creating a nifty way to throw in some Paranoia miniatures
into the WarHammer 40k universe. Kinda a pity that they don't make any
Paranoia miniatures anymore. Still, the Paranoia quote "Shoot first,
and shoot later, and shoot some more if it's still moving. Then ask if
anyone has any questions" is more than enough reason to snag this
magazine if you spot it.
Miniatures:
Grenadier Miniatures/ Grenadier Models; P.O. Box 305;
Springfield, PA 19064; USA, Original Price $3.50 each
1. #601 : Orange Troubleshooter & Two Red Troubleshooters
2. #602 : Three Orange Troubleshooters
3. #603 : Three Green Troubleshooters
4. #604 : Three Yellow Troubleshooters
5. #605 : HPD & MC Docbot and Jackobot
6. #606 : Three Combots
7. #607 : Three Insec Blue Troopers
8. #608 : Three Vulture Troopers
9, #609 : Two Violet Clerks and Ultraviolet Superior
10. #610 : Transbot
11. #611 : Three Infrared Citizens
12. #612 : The Computer, a scrubot, and a funbot
Citadel Minatures/ Games Workshop, Ltd;. Chewton Street;
Hilltop, Eastwood; Nottinghamshire NG16 3HY; United Kingdom
Will list these at a later date.
At Your Service Citizen: Paranoia Newsletter / 12 pages each /
Original Price: $3.00 each
Volume 01, No. 01 / Summercycle 1992
A good start to the series, with such items as the R&D/Pro Tech
Experimental Equipment Testing Form, Alpha Complex Civic Code and
Troubleshooter Phrasebook, and various other small gems. A must have
for anyone who just can't have enough Paranoia stuff.
Volume 01, No. 02 / Fallcycle 1992
Paranoia gets political, sort-of. This newsletter could be worked out
into a mini-adventure in which the players risk life-and-limb trying to
get ol' Randy (the Wonder Lizard) elected as Absolute Dictator and
Tyrant of all Alpha Complex. The competition? Why its none other than
our Friend the Computer. A Pol-I-TCN Registration/Vot-R Registration
Form and a few campaign songs complete this rather nifty newsletter.
Volume 01, No. 03 / Wintercyle 1993
A peek at Title Deleted for Security Reasons and the Alphatainment
Weekcycle tv scedule. 00:00-05:00 Really neat test pattern.
Practice humming along now.
Volume 01, No. 04 / Springcyle 1993
Forms, Forms, FORMS! And some rather nifty ones at that, there's the
Paperwork Reduction Form, The Troubleshooter Entrance Exam, and
even a Form Creation Form that sums up this neat little packet.
Volume 01, No. 05 / Summercycle 1993
An announcement proclaiming WEG's negotiations with two game companies
to produce more Paranoia (with unfortunately didn't seem to pan out).
The rest of the newsletter takes on a tabloid spoof format and thereby
concludes this series.