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The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.
The core rule book for Paranoia Perfect Edition. Paranoia 404 Compendium: WJ MacGuffin, Keith Garrett, Greg Ingber 2023 ISBN 978-1-916675-15-5: A compendium containing generic NPCs, mission complications, secret society flyers, a character-generation mini-game, and more. Paranoia Brave New Missions: WJ MacGuffin, Keith Garrett, Greg Ingber 2023
Palter agreed to buy the rights to the game, and after some editing and polishing by Rolston, it was released at Gencon in 1984 as WEG's first role-playing game, Paranoia. [2]: 243–245 In 1985, Paranoia won WEG an Origins Award for "Best Roleplaying Rules of 1984". [3]
S. John Ross reviewed Extreme Paranoia (Nobody Knows The Trouble I've Shot) in White Wolf #29 (Oct./Nov., 1991), rating it a 4 out of 5 and stated that "Absolutely any Paranoia fan, active player or not, should read this book. Those interested in an introduction to the madness will find it very accommodating, and it costs less than the rules.
S. John Ross reviewed The Paranoia Sourcebook in White Wolf #32 (July/Aug., 1992), rating it a 2 out of 5 and stated that "is it a good game? To be certain, it is less intelligent than the old Paranoia. West End is clearly aiming for a much younger and more general market. They seem willing to sacrifice a lot of smart comedy to acquire that ...
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The Yellow Clearance Black Box Blues is a four-part scenario in which the troubleshooters repeatedly try to get hold of a mysterious black box. Their quest pits them against the various secret societies of Alpha Complex (including the Death Leopards and the Sierra Club) and eventually leads them to the Outside and an ancient rock 'n' roll cult.