If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a...












8












$begingroup$


I received the boxed starter set of Paranoia for Christmas, and find myself in the classic dilemma of tabletop players everywhere: do I want to run this game, or try to find someone else to run it, so I can actually play for once?



In Dungeons and Dragons, experience as the DM is generally very good for your abilities as a player, and experience as a player is generally very good for your skill as a DM. However, Paranoia includes a note in their rules that players should not have any understanding of how the rules actually work.



This, to me, suggests that if I run a game of Paranoia, I'll be setting myself up for a lesser experience as a player.



Am I overthinking this? Is this rule something I should worry about, or should I repeat to myself it's just a game, and I should really just relax?










share|improve this question











$endgroup$












  • $begingroup$
    "should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
    $endgroup$
    – V2Blast
    2 hours ago






  • 1




    $begingroup$
    @V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
    $endgroup$
    – L.S. Cooper
    2 hours ago






  • 1




    $begingroup$
    Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
    $endgroup$
    – LAK
    2 hours ago










  • $begingroup$
    @LAK Aw, dang it.
    $endgroup$
    – L.S. Cooper
    2 hours ago
















8












$begingroup$


I received the boxed starter set of Paranoia for Christmas, and find myself in the classic dilemma of tabletop players everywhere: do I want to run this game, or try to find someone else to run it, so I can actually play for once?



In Dungeons and Dragons, experience as the DM is generally very good for your abilities as a player, and experience as a player is generally very good for your skill as a DM. However, Paranoia includes a note in their rules that players should not have any understanding of how the rules actually work.



This, to me, suggests that if I run a game of Paranoia, I'll be setting myself up for a lesser experience as a player.



Am I overthinking this? Is this rule something I should worry about, or should I repeat to myself it's just a game, and I should really just relax?










share|improve this question











$endgroup$












  • $begingroup$
    "should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
    $endgroup$
    – V2Blast
    2 hours ago






  • 1




    $begingroup$
    @V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
    $endgroup$
    – L.S. Cooper
    2 hours ago






  • 1




    $begingroup$
    Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
    $endgroup$
    – LAK
    2 hours ago










  • $begingroup$
    @LAK Aw, dang it.
    $endgroup$
    – L.S. Cooper
    2 hours ago














8












8








8





$begingroup$


I received the boxed starter set of Paranoia for Christmas, and find myself in the classic dilemma of tabletop players everywhere: do I want to run this game, or try to find someone else to run it, so I can actually play for once?



In Dungeons and Dragons, experience as the DM is generally very good for your abilities as a player, and experience as a player is generally very good for your skill as a DM. However, Paranoia includes a note in their rules that players should not have any understanding of how the rules actually work.



This, to me, suggests that if I run a game of Paranoia, I'll be setting myself up for a lesser experience as a player.



Am I overthinking this? Is this rule something I should worry about, or should I repeat to myself it's just a game, and I should really just relax?










share|improve this question











$endgroup$




I received the boxed starter set of Paranoia for Christmas, and find myself in the classic dilemma of tabletop players everywhere: do I want to run this game, or try to find someone else to run it, so I can actually play for once?



In Dungeons and Dragons, experience as the DM is generally very good for your abilities as a player, and experience as a player is generally very good for your skill as a DM. However, Paranoia includes a note in their rules that players should not have any understanding of how the rules actually work.



This, to me, suggests that if I run a game of Paranoia, I'll be setting myself up for a lesser experience as a player.



Am I overthinking this? Is this rule something I should worry about, or should I repeat to myself it's just a game, and I should really just relax?







metagaming paranoia-2017






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 44 mins ago









V2Blast

20.5k358128




20.5k358128










asked 2 hours ago









L.S. CooperL.S. Cooper

3,6271229




3,6271229












  • $begingroup$
    "should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
    $endgroup$
    – V2Blast
    2 hours ago






  • 1




    $begingroup$
    @V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
    $endgroup$
    – L.S. Cooper
    2 hours ago






  • 1




    $begingroup$
    Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
    $endgroup$
    – LAK
    2 hours ago










  • $begingroup$
    @LAK Aw, dang it.
    $endgroup$
    – L.S. Cooper
    2 hours ago


















  • $begingroup$
    "should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
    $endgroup$
    – V2Blast
    2 hours ago






  • 1




    $begingroup$
    @V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
    $endgroup$
    – L.S. Cooper
    2 hours ago






  • 1




    $begingroup$
    Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
    $endgroup$
    – LAK
    2 hours ago










  • $begingroup$
    @LAK Aw, dang it.
    $endgroup$
    – L.S. Cooper
    2 hours ago
















$begingroup$
"should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
$endgroup$
– V2Blast
2 hours ago




$begingroup$
"should I repeat to myself it's just a game, and I should really just relax?" - I understood that reference. :) That said, is your actual question, "If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a player in the future?" The question in your title is quite broad and doesn't seem to match the issue in the body of your post.
$endgroup$
– V2Blast
2 hours ago




1




1




$begingroup$
@V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
$endgroup$
– L.S. Cooper
2 hours ago




$begingroup$
@V2Blast Yes, thank you! I was hoping someone would come along with a better title, I wrote it several different ways that I was unsatisfied with before I finally gave up. I'll edit that in!
$endgroup$
– L.S. Cooper
2 hours ago




1




1




$begingroup$
Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
$endgroup$
– LAK
2 hours ago




$begingroup$
Knowledge of the Rules is above your clearance level, Citizen. Please report to the nearest disintegration chamber for re-education.
$endgroup$
– LAK
2 hours ago












$begingroup$
@LAK Aw, dang it.
$endgroup$
– L.S. Cooper
2 hours ago




$begingroup$
@LAK Aw, dang it.
$endgroup$
– L.S. Cooper
2 hours ago










4 Answers
4






active

oldest

votes


















10












$begingroup$

Know the rules while swearing up and down that you don't know the rules.



Paranoia 2nd edition has this to say about players and the rules (pg 20):




Only gamemasters are cleared to read the Ultraviolet sections. Naturally, it would be silly to sell someone a game and tell him not to read it, but there are two things we'd like you to do:




  1. Don't read the adventure! Reading it will ruin your enjoyment [...]

  2. Lots of citizens of Alpha Complex know more than they should. In fact, knowing things that it's treason for you to know is probably necessary if you're going to survive. However, citizens always do their utmost to hide their treasonous knowledge. That should be your rule. Go ahead; read the Ultraviolet sections. But any time you reveal your knowledge of their contents during play, you'll earn a treason point.







share|improve this answer








New contributor




Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$













  • $begingroup$
    Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
    $endgroup$
    – V2Blast
    45 mins ago



















5












$begingroup$

For Paranoia, the rules matter a lot less than the specifics of the mission scenario. By design, the rules make it difficult to be a highly effective Troubleshooter, and the rules are loose enough that GMs aren't necessarily consistent in how they're used, even with the same GM across several missions.



It's much more important to make sure as a player that you haven't read the mission being run.






share|improve this answer











$endgroup$





















    1












    $begingroup$

    No, because while there is a note that players shouldn't read the rules, the joke really is that the players are not authorized to know the rules.



    Its absolutely fine to read them. Just understand that if you're a player, it is not wise to inform your Friend, the Computer, that they're not following the rules.



    Arguably, the game becomes more enjoyable, as now you become constantly paranoid that you might let slip you know some aspect of the rules, or that you know the technical name for that tube shaped object you've just been handed.






    share|improve this answer











    $endgroup$









    • 2




      $begingroup$
      Are you indicating that you have knowledge of items from the Old World?
      $endgroup$
      – Newbie12345
      37 mins ago



















    1












    $begingroup$

    To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:




    RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?

    Please report to the nearest disintegration chamber immediately.




    My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.



    Because the DM said so



    I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.



    The more you know



    Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.






    share|improve this answer











    $endgroup$













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      4 Answers
      4






      active

      oldest

      votes








      4 Answers
      4






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      10












      $begingroup$

      Know the rules while swearing up and down that you don't know the rules.



      Paranoia 2nd edition has this to say about players and the rules (pg 20):




      Only gamemasters are cleared to read the Ultraviolet sections. Naturally, it would be silly to sell someone a game and tell him not to read it, but there are two things we'd like you to do:




      1. Don't read the adventure! Reading it will ruin your enjoyment [...]

      2. Lots of citizens of Alpha Complex know more than they should. In fact, knowing things that it's treason for you to know is probably necessary if you're going to survive. However, citizens always do their utmost to hide their treasonous knowledge. That should be your rule. Go ahead; read the Ultraviolet sections. But any time you reveal your knowledge of their contents during play, you'll earn a treason point.







      share|improve this answer








      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      $endgroup$













      • $begingroup$
        Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
        $endgroup$
        – V2Blast
        45 mins ago
















      10












      $begingroup$

      Know the rules while swearing up and down that you don't know the rules.



      Paranoia 2nd edition has this to say about players and the rules (pg 20):




      Only gamemasters are cleared to read the Ultraviolet sections. Naturally, it would be silly to sell someone a game and tell him not to read it, but there are two things we'd like you to do:




      1. Don't read the adventure! Reading it will ruin your enjoyment [...]

      2. Lots of citizens of Alpha Complex know more than they should. In fact, knowing things that it's treason for you to know is probably necessary if you're going to survive. However, citizens always do their utmost to hide their treasonous knowledge. That should be your rule. Go ahead; read the Ultraviolet sections. But any time you reveal your knowledge of their contents during play, you'll earn a treason point.







      share|improve this answer








      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      $endgroup$













      • $begingroup$
        Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
        $endgroup$
        – V2Blast
        45 mins ago














      10












      10








      10





      $begingroup$

      Know the rules while swearing up and down that you don't know the rules.



      Paranoia 2nd edition has this to say about players and the rules (pg 20):




      Only gamemasters are cleared to read the Ultraviolet sections. Naturally, it would be silly to sell someone a game and tell him not to read it, but there are two things we'd like you to do:




      1. Don't read the adventure! Reading it will ruin your enjoyment [...]

      2. Lots of citizens of Alpha Complex know more than they should. In fact, knowing things that it's treason for you to know is probably necessary if you're going to survive. However, citizens always do their utmost to hide their treasonous knowledge. That should be your rule. Go ahead; read the Ultraviolet sections. But any time you reveal your knowledge of their contents during play, you'll earn a treason point.







      share|improve this answer








      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      $endgroup$



      Know the rules while swearing up and down that you don't know the rules.



      Paranoia 2nd edition has this to say about players and the rules (pg 20):




      Only gamemasters are cleared to read the Ultraviolet sections. Naturally, it would be silly to sell someone a game and tell him not to read it, but there are two things we'd like you to do:




      1. Don't read the adventure! Reading it will ruin your enjoyment [...]

      2. Lots of citizens of Alpha Complex know more than they should. In fact, knowing things that it's treason for you to know is probably necessary if you're going to survive. However, citizens always do their utmost to hide their treasonous knowledge. That should be your rule. Go ahead; read the Ultraviolet sections. But any time you reveal your knowledge of their contents during play, you'll earn a treason point.








      share|improve this answer








      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      share|improve this answer



      share|improve this answer






      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.









      answered 46 mins ago









      MaguaMagua

      2011




      2011




      New contributor




      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.





      New contributor





      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.






      Magua is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.












      • $begingroup$
        Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
        $endgroup$
        – V2Blast
        45 mins ago


















      • $begingroup$
        Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
        $endgroup$
        – V2Blast
        45 mins ago
















      $begingroup$
      Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
      $endgroup$
      – V2Blast
      45 mins ago




      $begingroup$
      Welcome to RPG.SE! Take the tour if you haven't already. I love that Paranoia acknowledges and addresses this possibility.
      $endgroup$
      – V2Blast
      45 mins ago













      5












      $begingroup$

      For Paranoia, the rules matter a lot less than the specifics of the mission scenario. By design, the rules make it difficult to be a highly effective Troubleshooter, and the rules are loose enough that GMs aren't necessarily consistent in how they're used, even with the same GM across several missions.



      It's much more important to make sure as a player that you haven't read the mission being run.






      share|improve this answer











      $endgroup$


















        5












        $begingroup$

        For Paranoia, the rules matter a lot less than the specifics of the mission scenario. By design, the rules make it difficult to be a highly effective Troubleshooter, and the rules are loose enough that GMs aren't necessarily consistent in how they're used, even with the same GM across several missions.



        It's much more important to make sure as a player that you haven't read the mission being run.






        share|improve this answer











        $endgroup$
















          5












          5








          5





          $begingroup$

          For Paranoia, the rules matter a lot less than the specifics of the mission scenario. By design, the rules make it difficult to be a highly effective Troubleshooter, and the rules are loose enough that GMs aren't necessarily consistent in how they're used, even with the same GM across several missions.



          It's much more important to make sure as a player that you haven't read the mission being run.






          share|improve this answer











          $endgroup$



          For Paranoia, the rules matter a lot less than the specifics of the mission scenario. By design, the rules make it difficult to be a highly effective Troubleshooter, and the rules are loose enough that GMs aren't necessarily consistent in how they're used, even with the same GM across several missions.



          It's much more important to make sure as a player that you haven't read the mission being run.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 20 mins ago









          KorvinStarmast

          75.8k17238414




          75.8k17238414










          answered 1 hour ago









          okeefeokeefe

          34.2k172150




          34.2k172150























              1












              $begingroup$

              No, because while there is a note that players shouldn't read the rules, the joke really is that the players are not authorized to know the rules.



              Its absolutely fine to read them. Just understand that if you're a player, it is not wise to inform your Friend, the Computer, that they're not following the rules.



              Arguably, the game becomes more enjoyable, as now you become constantly paranoid that you might let slip you know some aspect of the rules, or that you know the technical name for that tube shaped object you've just been handed.






              share|improve this answer











              $endgroup$









              • 2




                $begingroup$
                Are you indicating that you have knowledge of items from the Old World?
                $endgroup$
                – Newbie12345
                37 mins ago
















              1












              $begingroup$

              No, because while there is a note that players shouldn't read the rules, the joke really is that the players are not authorized to know the rules.



              Its absolutely fine to read them. Just understand that if you're a player, it is not wise to inform your Friend, the Computer, that they're not following the rules.



              Arguably, the game becomes more enjoyable, as now you become constantly paranoid that you might let slip you know some aspect of the rules, or that you know the technical name for that tube shaped object you've just been handed.






              share|improve this answer











              $endgroup$









              • 2




                $begingroup$
                Are you indicating that you have knowledge of items from the Old World?
                $endgroup$
                – Newbie12345
                37 mins ago














              1












              1








              1





              $begingroup$

              No, because while there is a note that players shouldn't read the rules, the joke really is that the players are not authorized to know the rules.



              Its absolutely fine to read them. Just understand that if you're a player, it is not wise to inform your Friend, the Computer, that they're not following the rules.



              Arguably, the game becomes more enjoyable, as now you become constantly paranoid that you might let slip you know some aspect of the rules, or that you know the technical name for that tube shaped object you've just been handed.






              share|improve this answer











              $endgroup$



              No, because while there is a note that players shouldn't read the rules, the joke really is that the players are not authorized to know the rules.



              Its absolutely fine to read them. Just understand that if you're a player, it is not wise to inform your Friend, the Computer, that they're not following the rules.



              Arguably, the game becomes more enjoyable, as now you become constantly paranoid that you might let slip you know some aspect of the rules, or that you know the technical name for that tube shaped object you've just been handed.







              share|improve this answer














              share|improve this answer



              share|improve this answer








              edited 55 mins ago

























              answered 1 hour ago









              KommissarKommissar

              1,7641517




              1,7641517








              • 2




                $begingroup$
                Are you indicating that you have knowledge of items from the Old World?
                $endgroup$
                – Newbie12345
                37 mins ago














              • 2




                $begingroup$
                Are you indicating that you have knowledge of items from the Old World?
                $endgroup$
                – Newbie12345
                37 mins ago








              2




              2




              $begingroup$
              Are you indicating that you have knowledge of items from the Old World?
              $endgroup$
              – Newbie12345
              37 mins ago




              $begingroup$
              Are you indicating that you have knowledge of items from the Old World?
              $endgroup$
              – Newbie12345
              37 mins ago











              1












              $begingroup$

              To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:




              RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?

              Please report to the nearest disintegration chamber immediately.




              My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.



              Because the DM said so



              I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.



              The more you know



              Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.






              share|improve this answer











              $endgroup$


















                1












                $begingroup$

                To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:




                RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?

                Please report to the nearest disintegration chamber immediately.




                My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.



                Because the DM said so



                I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.



                The more you know



                Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.






                share|improve this answer











                $endgroup$
















                  1












                  1








                  1





                  $begingroup$

                  To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:




                  RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?

                  Please report to the nearest disintegration chamber immediately.




                  My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.



                  Because the DM said so



                  I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.



                  The more you know



                  Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.






                  share|improve this answer











                  $endgroup$



                  To preface this, I have run one game of Paranoia as DM. I thoroughly enjoyed myself and had a blast sending my family on a Christmas-themed mission to ultimately sentence themselves to death by vaporizing the Three Wise Men, Mary, and newborn baby Jesus:




                  RED citizens vaporizing YELLOW, BLUE, and ULTRA VIOLET clearance citizens?

                  Please report to the nearest disintegration chamber immediately.




                  My family had less fun than me, but only because of the seemingly arbitrary nature of the Paranoia universe and they also like games with a clear winner.



                  Because the DM said so



                  I did not know every single rule, but Paranoia is a game where knowing the rules as a player is an offense punishable by death. So this favors the DM greatly. The general feel of the rules is The DM is always right. They specifically tell you to keep your players on their toes and to make them fear the world around them. The rules favor killing the players over strictly adhering to rules. This leads to a lot of "rule bending" because, frankly, the players aren't authorized to know that a rule was broken. So really, even if you "know" all of the rules the likelihood of you or other DMs implementing all of them is very slim.



                  The more you know



                  Personally, knowing the rules of Paranoia means that as a player I would know not to get frustrated when I want to perform a simple action, but it becomes nearly impossible due to red tape, faulty equipment, or a myriad of other absurd and unexpected reasons. For me, it would be more frustrating to know nothing about the rules and have to figure them out as you go. Knowing the rules also adds another layer to secrecy to your play since you would need to be sneaky about how you implement your knowledge of the rules, which for me means more enjoyment.







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 33 mins ago









                  V2Blast

                  20.5k358128




                  20.5k358128










                  answered 39 mins ago









                  Newbie12345Newbie12345

                  97417




                  97417






























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