I’ve run one-shots, I’ve heard the stories, and now I’m about to start a real long-running Paranoia campaign. And there’s one thing I’m not sure of:
Is the expectation that every major adventure begins with a whole set of new clones?
Also…
Is there anything that players can carry from adventure to adventure?
The Player’s Handbook claims that security clearances can be upgraded by spending XP Points… is this false hope? Do players roll up whatever security clearance they need for the specific adventure?
I’d expected that players would try to keep their clones alive through as many adventures as possible; this was implied by the Mission Book that comes in the Red Clearance boxed set. There are three missions, and the characters survive through the three. OK.
However, in the Mission Book 2.0 that comes with Acute Paranoia‘s boxed set, there are three larger adventures; and each one ends poorly for the Troubleshooter team. For example, the end of one mission has…
That’s a pretty terminal ending. The other two aren’t as brutally terminal, but they DO end with the party pretty much screwed.
The adventure in the Mission Book seems to expect a story arc for clones. The arc of missions end…
So, assuming the clones are supposed to have an arc, do you just gen up new clones when the last clone of a party member dies? This implies new clones.
Assuming the clones are supposed to die, what’s the point of Achievements that trigger at the end of the plot?
Is there some sort of Last-Will-And-Testament system that can be used to pass on XP Points and/or loot and/or information between adventures? Or is the expectation that it all gets vented to the Underplex?