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Unwritten Rules presentsBeta v.01In the early days of the new millenium, society finally collapsed, overwhelmed by a mass of violence, corruption, immorality, hatred and greed.
bool scrubBot :: eliminate_target (thing_base & target) {
Yet when society finally collapsed in flames, a small but dedicated group of visionaries was there, they were ready. They had laid their plans and now the opportunity was there.
speaker_play_sound (speech_sound ("Beep!"));
Out of the ashes of civilization they built the basis for a new society. One based on the ideals of Community, Order, Stability and Productivity. A dream society where there was a place for everything and everything in its place. They would succeed where others had failed.
left_gripper_spin ( ) ; // Community Order Stability Productivity
Can there be a perfect world?
}return false;}
A 5 player serious multiform in a Dark Paranoia Universe Inspired by George Orwell, Paranoia, and too many late nights. Brought to you by Neef and Renee A Scanner Lightly Production Beta v.01
bool scrubBot :: eliminate_target (thing_base & target) { ............................................... A 5 player multiform in a Dark Paranoia Universe
Inspired by too many late nights, Mage-The Ascension and Paranoia Okay, I said earlier I wanted to write serious systemless games. This was my first attempt. Written by me and Neef, it was a serious game, set in our version of the Paranoia Universe. Using elements from the Paranoia Universe, we also borrowed heavily from George Orwell, and movies like Soylent Green and Logan's Run, and others books and movies of this genre, as inspiration for our setting. A dark future Alpha Complex, and a totalitarian dystopia, and five young idealistic trouble shooters with a moral question to solve. This game ran well, remind me again that i dont like 14 session cons. The people that played it liked it, and our feedback was good. It was something defferent for most people, especially those who came in expecting normal Paranoia. It was a nice balence of problem solving and characterisation, and could go any number of ways, which definately kept the GM's on our toes. My two favourite discriptions of the game that I got were "hey wow, A Paranoia that requires thought" and "Oh, that cubicle in the corner that chairs keep flying out of". nearly killed Neef several times during the writing and running of this game, and I'm sure that was mutual. How ever I think we both wrote a game that lived up to the vision we had, and can both be proud of. We also ran this game at Conquest 2000. We made a few changes to it, including using a new blurb, which as you can see is the blurb at the top of this page. |