Wizards? Lizardmen? A dungeon? In PARANOIA? Sure. Not only can your players get blown up, back-stabbed, betrayed, hosed, incinerated, crushed and repeatedly executed, but in this mission they can also get turned into a collie, devoured by a dragon, munched by a tiger, chopped in half by a gargoyle, soul-sucked by a spectre, drowned, then ripped apart by killer penguins.
PARANOIA is a reincarnation of the Good Old Days. PARANOIA has lots of action and mayhem, lots of bizarre and implausible oddities, lots of unconventional problems requiring unconventional solutions, ample opportunities for improvisation and humor, and a freewheeling and irresponsible attitude toward rules. We Famous Game Designers trace the game’s humble beginnings back to stupid, cheerful dungeon crawls where we gathered loot and vorpal swords as we tumbled into pit traps, swapped riddles with sphinxes and hewed the heads from many an orc. It is with a deep nostalgia and heart-felt pride that we return to plunder the rich resources of our primitive origins and transform them into a dream PARANOIA mission.
Evil wizards. Loathsome servitors. Torchlit subterranean corridors. Fireballs. Wandering Monster Tables. And Our Heroes, caught between The Computer and the Forces of the Unknown.
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