Paranoia

Paranoia TTRPG · Paranoia XP

Paranoia

Paranoia is a classic dystopian comedy where you work for The Computer, keep society safe, and likely betray someone before lunch. You are a Troubleshooter with a secret mutation and a secret society, equipped with dangerous gear and a suspicious mission. Death is part of the joke, thanks to replacement clones. The fun lies in sharp banter, sly notes, and sudden reversals.

A session feels fast, tense, and very funny. The Game Master sets clear goals and messy obstacles, then keeps the chaos fair and punchy. It suits first-timers who prefer story over rules, and veterans looking for a clever change of pace. Ideal for 3 to 6 players, adult birthdays, or team offsites that enjoy playful rivalry. If you want tone guidance before booking, browse GM playstyles.

How to play Paranoia

Your GM will choose the edition and teach you in minutes. Most modern tables roll pools of six-sided dice to beat a target number, with extra effects when you push your luck. A turn is straightforward. State what you want, the GM calls for a roll when it matters, then narrates success, complications, or delightful disaster. Expect secret notes, sudden equipment malfunctions, and The Computer asking awkward questions.

You bring a willingness to bluff, be bluffed, and laugh at failure. No preparation needed. Your Game Master provides the mission briefing, handouts, props or digital tools, and manages the balance between rivalry and fun. For online games, they handle voice, maps, and whispers on your chosen online play platform.

One-shots focus on a single mission at low clearance with punchy twists and quick clone turnovers. Campaigns add promotion, recurring NPCs, and long-running schemes. Your secret society agendas and grudges grow, consequences linger, and the group can shift from goofy to razor-sharp as you advance.

Player holds up a tabletop gaming book while another participant explains something beside the table.
Player holds up a tabletop gaming book while another participant explains something beside the table.
Close-up of a blue eight-sided die with gold numbers, used for tabletop role-playing games like dungeos and dragons.
Close-up of a blue eight-sided die with gold numbers, used for tabletop role-playing games like dungeos and dragons.

Frequently Asked Questions

Do I need to read the rules or lore before we play?

No. You can arrive unprepared. A professional Game Master will get you up to speed in no time. You will use standard six-sided dice when the outcome is uncertain, but the focus is on quick decisions, bluffing, and conversation at the table. The premise is straightforward, even for newcomers. The Computer sends you, a Troubleshooter with some secrets, on a risky mission. Your GM will provide any handouts and explain only what is necessary, right when you need it.

How vicious is the backstabbing, and how do you ensure it stays enjoyable?

Paranoia thrives on friendly rivalry, not real-life tension. Your GM establishes tone and boundaries from the start, employs safety tools, and designs conflicts so that no one is singled out or left on the sidelines. Player-versus-player moments are short and humorous, with clear exits. Clones and the mission structure ensure everyone stays engaged. If you prefer gentler or sharper humour, you can select a GM whose style aligns with GM playstyles.

Which edition are we playing, and does it matter?

Our Game Masters typically choose a recent Mongoose edition that fits your group, often the Perfect Edition 2023 or Red Clearance 2017. Older versions can be provided upon request. The core experience remains consistent across editions: hidden agendas, suspicious briefings, and chaotic equipment. While the rules may differ slightly between versions, you will pick up what you need at the table and be playing within minutes.

Will my character die frequently? How do clones function?

Yes, characters often find themselves in precarious situations, and some may not make it through. That’s part of the humour. You begin with several clones of the same character. When one is lost, you swiftly bring in the next clone and carry on with the mission. There is no player elimination. The GM manages clone swaps efficiently to keep the pace brisk and ensure everyone stays engaged.

What group size and session length are most effective?

Paranoia is best enjoyed with 3 to 6 players. Plan for approximately 3 to 4 hours for a one-shot, which includes briefing, misadventures, and a thrilling finale. While shorter sessions are feasible, they allow less time for scheming. Longer bookings can incorporate promotions, recurring NPCs, and ongoing agendas. A professional Game Master ensures that scenes are paced evenly, allowing every player to have their moment in the spotlight.

How does Paranoia differ from D&D?

D&D focuses on teamwork, exploration, and tactical combat. Paranoia highlights satire, secrets, and rapid twists. The rules are simpler, the map is less important, and social maneuvering is at the forefront. You will encounter more conflicting objectives, malfunctioning equipment, and Computer oversight than dungeon rooms. If you appreciate story-driven play with a cheeky tone and quick decisions, Paranoia offers a refreshing change.

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Genres you can play in Paranoia

  • Dystopian

    Struggle to survive in a world that monitors your every action, reminiscent of 1984. Conceal, hack, and resist as you navigate oppressive…

    View genre: Dystopian
  • Espionage

    Tradecraft, dead drops, double agents, and high-stakes decisions under pressure. Imagine Mission: Impossible at the table, where every…

    View genre: Espionage
  • Conspiracy

    Uncover layers of deception as you follow leads through dimly lit rooms, encrypted files, and betrayals. Paranoia escalates with each clue…

    View genre: Conspiracy
  • Comedy

    Lighthearted adventures where the punchline is just as important as the plot. Imagine the energy of Monty Python and the Holy Grail at the…

    View genre: Comedy
  • Futuristic

    Explore adventures set in the near to far future, where technology influences every decision, from vibrant megacities to remote deep-space…

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  • Absurd

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What players are saying

  • Joran had 6 kids aged 12 fully engaged for the entire four hours. Most were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had great game materials on hand.

    Haiko

  • Ruby was amazing; this was our group's first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were laughing so hard we could hardly breathe :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was amazing! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I truly appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his expertise in the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared. Punctual. And had a wonderful sense of humour.

    Corey

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