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












56












$begingroup$


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











$endgroup$












  • $begingroup$
    <comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
    $endgroup$
    – SevenSidedDie
    6 hours ago


















56












$begingroup$


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











$endgroup$












  • $begingroup$
    <comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
    $endgroup$
    – SevenSidedDie
    6 hours ago
















56












56








56


3



$begingroup$


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 paranoia-2017






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 2 days ago









okeefe

34.4k172152




34.4k172152










asked 2 days ago









L.S. CooperL.S. Cooper

4,0021431




4,0021431












  • $begingroup$
    <comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
    $endgroup$
    – SevenSidedDie
    6 hours ago




















  • $begingroup$
    <comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
    $endgroup$
    – SevenSidedDie
    6 hours ago


















$begingroup$
<comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
$endgroup$
– SevenSidedDie
6 hours ago






$begingroup$
<comments removed> Okay, we get it. The question is about the game Paranoia, so jokes about Friend Computer and security clearances are topical. Except that the same jokes are posted every time someone asks a rules question about Paranoia, so it’s gotten old.
$endgroup$
– SevenSidedDie
6 hours ago












4 Answers
4






active

oldest

votes


















105












$begingroup$

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.






$endgroup$









  • 6




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



















36












$begingroup$

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











$endgroup$









  • 18




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






  • 9




    $begingroup$
    Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
    $endgroup$
    – Draco18s
    2 days ago



















19












$begingroup$

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











$endgroup$









  • 2




    $begingroup$
    Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
    $endgroup$
    – BЈовић
    12 hours ago



















16












$begingroup$

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











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    4 Answers
    4






    active

    oldest

    votes








    4 Answers
    4






    active

    oldest

    votes









    active

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    votes






    active

    oldest

    votes









    105












    $begingroup$

    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.






    $endgroup$









    • 6




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
















    105












    $begingroup$

    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.






    $endgroup$









    • 6




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














    105












    105








    105





    $begingroup$

    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 2 days ago









    MaguaMagua

    781125




    781125




    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.








    • 6




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














    • 6




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








    6




    6




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













    36












    $begingroup$

    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











    $endgroup$









    • 18




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






    • 9




      $begingroup$
      Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
      $endgroup$
      – Draco18s
      2 days ago
















    36












    $begingroup$

    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











    $endgroup$









    • 18




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






    • 9




      $begingroup$
      Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
      $endgroup$
      – Draco18s
      2 days ago














    36












    36








    36





    $begingroup$

    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 2 days ago

























    answered 2 days ago









    KommissarKommissar

    2,1241619




    2,1241619








    • 18




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






    • 9




      $begingroup$
      Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
      $endgroup$
      – Draco18s
      2 days ago














    • 18




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






    • 9




      $begingroup$
      Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
      $endgroup$
      – Draco18s
      2 days ago








    18




    18




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




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




    9




    9




    $begingroup$
    Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
    $endgroup$
    – Draco18s
    2 days ago




    $begingroup$
    Otherwise known as "Friend Computer (the GM) is always right and would never lie to you." Bickering with the GM over the rules is treasonous, you commie fun-hating mutant bustard.
    $endgroup$
    – Draco18s
    2 days ago











    19












    $begingroup$

    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











    $endgroup$









    • 2




      $begingroup$
      Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
      $endgroup$
      – BЈовић
      12 hours ago
















    19












    $begingroup$

    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











    $endgroup$









    • 2




      $begingroup$
      Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
      $endgroup$
      – BЈовић
      12 hours ago














    19












    19








    19





    $begingroup$

    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 2 days ago

























    answered 2 days ago









    okeefeokeefe

    34.4k172152




    34.4k172152








    • 2




      $begingroup$
      Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
      $endgroup$
      – BЈовић
      12 hours ago














    • 2




      $begingroup$
      Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
      $endgroup$
      – BЈовић
      12 hours ago








    2




    2




    $begingroup$
    Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
    $endgroup$
    – BЈовић
    12 hours ago




    $begingroup$
    Actually, for GM would be much more fun if the player actually read the mission, and try to interfere in any way }:)
    $endgroup$
    – BЈовић
    12 hours ago











    16












    $begingroup$

    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











    $endgroup$


















      16












      $begingroup$

      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











      $endgroup$
















        16












        16








        16





        $begingroup$

        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 2 days ago









        V2Blast

        20.6k359131




        20.6k359131










        answered 2 days ago









        Newbie12345Newbie12345

        1,12418




        1,12418






























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