Troublebots: A Paranoia One-Shot

Mar 28 Sun 7:00 PM
Location

2656 N Lincoln Ave
Chicago, IL 60614

Attendance
 2  people attended.

Who organized?
Josh K.

I'd looking to host a Paranoia game for 4-6 players on Sunday March 28th, 7pm to around 10pm at Rose's Lounge. Rose's Lounge keeps irregular hours and is sometimes closed, please email me your cell phone number so I can keep you up to date of any last minute changes!

Pregenerated characters will be provided. No experience necessary. New players encouraged.

Game description:

To address the scarcity of bot brains in Alpha Complex, the service firm laboratory UltraTech RD has devised a way to implant scrubbed human brains in bot housings.
The plan: Use these new bots as troubleshooters.
The problem: The brains go insane.
The solution:Get a bunch of real human Troubleshooters to train the bots and vouch for their effectiveness, the toss the project to PLC and let them deal with implementation.

Abridged from Wikipedia:
Paranoia is a humorous RPG set in a dystopian future similar to 1984 and Brazil. The tone of the game is rife with black humor and frequently tongue-in-cheek. The game is set in Alpha Complex, an underground city controlled by The Computer, a schizophrenic civil service AI construct. The Computer has made happiness mandatory. Failure to be happy is punishable by summary execution.
The Computer fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, and secret societies. (Secretly, almost all of the people who inhabit Alpha Complex are mutants and members of a variety of secret societies.) To deal with these threats, The Computer employs Troubleshooters, whose job is to solve problems: they go out, find trouble and shoot it. These Troubleshooters are also almost always mutants and members of secret societies, and traitors of the very sort feared by The Computer. Players are usually given self-contradicting mission goals; dangerous, faulty, or experimental equipment (such as a tactical nuclear grenade marked "Throw Hard!"), as well as contradictory missions from their secret societies. Paranoia missions are typically fatal for the Troubleshooters.

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