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Paranoia is a humorous role-playing game set in a dystopian future along the lines of Nineteen Eighty-Four, Brave New World, Logan's Run, and THX 1138; however, the tone of the game is rife with black humor, frequently tongue-in-cheek rather than dark and heavy.
A series of official Paranoia newsletters with articles by various authors. Five issues published from 1992 to 1993 in addition to the issue "zero" that appeared in The Paranoia Sourcebook. Bot Abusers' Manual, The: Ed Bolme 1992 ISBN 978-0-87431-164-8: Revised rules for bot player characters (updates those in Acute Paranoia for ReBoot
S. John Ross reviewed Paramilitary in White Wolf #45 (July, 1994), rating it a 3 out of 5 and stated that "The price for what you get is fair, and just about any Paranoia GM should enjoy the book. However, no need to think that Paramilitary is necessary in any sense of the word. Buy it if you've got the cash and need a fresh Alpha Complex fix ...
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Pages in category "Paranoia (role-playing game)" The following 4 pages are in this category, out of 4 total. This list may not reflect recent changes. ...
West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City , but later moved to Honesdale, Pennsylvania . Its product lines included Star Wars , Paranoia , Torg , DC Universe , and Junta .
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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 ...