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, armed with dangerous gear and a dubious mission. Death is part of the joke, thanks to replacement clones. The enjoyment lies in sharp banter, sly notes, and sudden twists.

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

How to play Paranoia

Your GM will select 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 introduce promotion, recurring NPCs, and long-running schemes. Your secret society agendas and grudges develop, consequences linger, and the group can shift from goofy to razor-sharp as you progress.

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.

Common 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 simple 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 provides any handouts and explains only what’s necessary, right when you need it.

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

Paranoia thrives on friendly rivalry, not real-life tension. Your GM establishes tone and boundaries from the outset, utilises safety tools, and crafts conflicts so no one feels isolated or sidelined. Player-versus-player moments are short and humorous, with clear exits. Clones and mission structure ensure everyone stays engaged. If you prefer gentler or sharper humour, you can select a GM whose style aligns with your preferences on GM playstyles.

Which edition are we playing, and does it matter?

Our Game Masters typically select 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 often? How do clones function?

Yes, characters often find themselves in tricky situations, and some may not make it. 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’s no player elimination. The GM manages clone swaps efficiently to keep the pace lively 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 around 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 sessions can incorporate promotions, recurring NPCs, and ongoing agendas. A professional Game Master ensures the pacing of scenes is balanced, giving every player their moment to shine.

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 significant, and social manoeuvring 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 alternative.

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Genres you can play in Paranoia

  • Dystopian

    Struggle to breathe in a world that monitors your every action, think 1984. Conceal, hack, and resist as you navigate oppressive laws…

    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

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

    View genre: Conspiracy
  • Comedy

    Light-hearted 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

    Adventures set in the near to far future where technology influences every decision, from vibrant megacities to remote space outposts…

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  • Absurd

    Worlds where logic takes a holiday. Anticipate absurd rules, existential humour, and unexpected dread, much like The Hitchhiker’s Guide to…

    View genre: Absurd

What players think

  • Ruby was fantastic; 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 in stitches laughing :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 fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children 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 fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot 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 see it as honest criticism. Cheers, 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 really appreciated how he could clearly explain what was needed from our less experienced players while also keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thanks!

    Casey

    The Merry Meeple

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