PARANOIA
About CRD Sector
(Steve Criddle)
CRD Sector is a fairly
average Paranoia sector. It is run using a mixture of Second
and Fifth Edition rules. It started out as Second Edition, and when
West End Games released the Fifth Edition Rulebook we incorporated some
of the best bits into our world. (Read: The GM couldn't be bothered
to learn the new combat/skill system).
The Secret Societies
in CRD Sector are from the Second Edition too. This GM believes in
"if it isn't broken, don't fix it". (Unlike R&D, who believe
in "if it isn't broken, add more features").
The Memomax is in
use in CRD Sector. This means that (provided there is enough brain
tissue available from the previous clone) a replacement clone will remember
what his predecessor knew. (Of course the Memomax does sometimes
scramble things a bit, but that's all part of the fun of Paranoia).
Skill checks are still
made using a D20 and multiplying or dividing the attribute value.
We felt this was simpler than constantly referring to a check table.
We still have to use a lookup table when checking for damage during combat,
but that doesn't seem to be too much of a problem.
Unlike some sectors,
CRD Sector doesn't contain elements which can kill clones just for the
sake of it (for example, an elevator which opens straight into the fusion
reactor if you press the F button). Clones are perfectly capable
of killing themselves (and each other) without this sort of thing, so it's
not really needed. My reasoning is that no matter how stupid a bureaucracy
becomes, it is never likely to become that stupid. (The bureaucracy
might go too far in the other direction though. It would not be much
of a surprise if The Computer insisted that all laser pistols should
carry a label saying "not suitable for citizens younger than 36 monthcycles").
Having said that,
R&D still issue death-traps with alarming frequency. This is
tolerated by The Computer because the clones volunteer for this.
So if it all goes wrong, it was undoubtedly the clone's fault.
The players' clones
have not seen Outdoors yet. This is quite deliberate.
The idea here is to get them used to the world of Indoors first,
so that they'll have a good idea of how big a culture shock Outdoors
will be when they (finally) get to see it. They have encountered
a few strange artefacts from Outdoors when they stumbled across
a Sierra Club hideout though.
My collection of Paranoia
books is fairly large, and I am always looking for extra material to add
to it.
Books
-
Paranoia First Edition
-
Vapors don't shoot
back
-
The Yellow Clearance
Black Box Blues
-
Orcbusters
-
Paranoia Second Edition
-
Don't take your laser
to town
-
Alpha Complexities
-
The DOA Sector travelogue
-
More songs about food
vats
-
The Iceman returneth
-
The R&D Catalog
-
Gamma-lot
-
Death, lies and vidtape
-
Mad Mechs
-
Alpha Update sourcebook
-
The bot abusers' manual
-
Paramilitary
-
CTV/ParaNormal
-
Paranoia Fifth Edition
Novels
-
Title Deleted for
Security Reasons
-
Stormshooters &
Troubleknights
Paranoia
and The Computer logo are registered trademarks of West
End Games
Authors of submitted items are indicated where
appropriate
All other text and graphics by Steve
Criddle
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