If I run a game of Paranoia, will knowing the rules lead to a worse experience if/when I participate as a...
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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
$endgroup$
add a comment |
$begingroup$
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?
metagaming paranoia paranoia-2017
$endgroup$
$begingroup$
<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
add a comment |
$begingroup$
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?
metagaming paranoia paranoia-2017
$endgroup$
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
metagaming paranoia paranoia-2017
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
add a comment |
$begingroup$
<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
add a comment |
4 Answers
4
active
oldest
votes
$begingroup$
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:
- Don't read the adventure! Reading it will ruin your enjoyment [...]
- 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.
New contributor
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
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4 Answers
4
active
oldest
votes
4 Answers
4
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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:
- Don't read the adventure! Reading it will ruin your enjoyment [...]
- 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.
New contributor
$endgroup$
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
add a comment |
$begingroup$
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:
- Don't read the adventure! Reading it will ruin your enjoyment [...]
- 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.
New contributor
$endgroup$
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
add a comment |
$begingroup$
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:
- Don't read the adventure! Reading it will ruin your enjoyment [...]
- 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.
New contributor
$endgroup$
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:
- Don't read the adventure! Reading it will ruin your enjoyment [...]
- 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.
New contributor
New contributor
answered 2 days ago
MaguaMagua
781125
781125
New contributor
New contributor
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
add a comment |
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
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
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
add a comment |
$begingroup$
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.
$endgroup$
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.
edited 2 days ago
V2Blast
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answered 2 days ago
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$begingroup$
<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