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 unexpected twists.

A session feels fast-paced, tense, and very funny. The Game Master sets clear objectives and messy obstacles, then keeps the chaos fair and lively. It suits newcomers who prefer story over rules, as well as veterans looking for a clever change of pace. Ideal for 3 to 6 players, adult birthdays, or team offsites that appreciate playful rivalry. If you want guidance on tone before booking, check out 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 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'll use simple six-sided dice when the outcome is uncertain, but the focus is on quick decisions, bluffing, and conversation at the table. The concept is straightforward, even for newcomers. The Computer sends you, a Troubleshooter with a few secrets, on a perilous mission. Your GM will provide any handouts and explain only what’s necessary, precisely 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 the tone and boundaries from the outset, employs safety tools, and crafts 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 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'll pick up what you need at the table and be playing within minutes.

Will my character die often? How do clones function?

Indeed, characters often find themselves in precarious situations, and not all make it through. That’s part of the fun. You begin with several clones of the same character. If one is lost, you swiftly return with the next clone and carry on with the mission. There’s 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. You can expect a one-shot to take around 3 to 4 hours, which includes briefing, misadventures, and a thrilling finale. While shorter sessions are possible, they allow less time for scheming. Longer sessions can incorporate promotions, recurring NPCs, and ongoing agendas. A professional Game Master ensures that scenes are paced well, so everyone at the table has a chance 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'll 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 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…

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  • Futuristic

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

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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…

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What players have to say

  • Tom was brilliant! He was really great with the kids and very 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 an excellent 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 significant portion of the adventure time doing unnecessary things because we didn't fully understand 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. 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 really 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 deep 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 a brilliant experience. Thanks!

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a present for my boyfriend, who is very keen on it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • Baptiste was an excellent GM who adapted well to our group and helped us progress in this one-shot. However, there was one issue with the character sheets provided, as they were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left the game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another session with her straight away. She was friendly, and her approach let the players fully immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A nice and clear first experience with D&D. Amber was able to explain and guide the game effectively, allowing us as players to quickly get into the flow and focus on the story. Collaborating with my colleagues to devise attack routes was an enjoyable activity and provided great insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

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