Paranoia Aboard a Star Destroyer

By Aluminium Falcon, in Star Wars: Age of Rebellion RPG

I have an idea for a AoR game that is a little outside my stylistic wheelhouse. I have "swashbuckling" down pat from years of practice but I have never been very good with "paranoia".

The ideas are these: Five players as Imperials with various assignments aboard a Star Destroyer. Each one is told ahead of creation that they want to defect to the Rebel Alliance and that they are the only one with such aspirations when, in fact, they all do. Also, the group will be told that one of the players is a plant from ISB when, in fact, none of them will be.

My question is this: What are some methods that you all have used to effectively build that particular brand of dread and and tension?

Edited by Aluminium Falcon

A rebel prisoner is on board the Star Destroyer, after learning that the PC's want to defect he/she will try to get the PC's help in escaping. The PC's will be torn between helping their most obvious way out and trying to stay quiet and subtle in order not to be discovered by ISB. Anyone who is reluctant to help because of the latter reason will be pegged as a ISB agent causing more paranoia.

2 minutes ago, Samuel Richard said:

A rebel prisoner is on board the Star Destroyer, after learning that the PC's want to defect he/she will try to get the PC's help in escaping. The PC's will be torn between helping their most obvious way out and trying to stay quiet and subtle in order not to be discovered by ISB. Anyone who is reluctant to help because of the latter reason will be pegged as a ISB agent causing more paranoia.

Oh, good one! Maybe even rumors that suggest that the prison has been cooperating with interrogators.

9 minutes ago, Aluminium Falcon said:

Oh, good one! Maybe even rumors that suggest that the prison has been cooperating with interrogators.

and is the actual ISB plant!

3 minutes ago, Samuel Richard said:

and is the actual ISB plant!

dun, dun, DUN!!!

1 hour ago, Aluminium Falcon said:

I have an idea for a AoR game that is a little outside my stylistic wheelhouse. I have "swashbuckling" down pat from years of practice but I have never been very good with "paranoia".

The ideas are these: Five players as Imperials with various assignments aboard a Star Destroyer. Each one is told ahead of creation that they want to defect to the Rebel Alliance and that they are the only one with such aspirations when, in fact, they all do. Also, the group will be told that one of the players is a plant from ISB when, in fact, none of them will be.

My question is this: What are some methods that you all have used to effectively build that particular brand of dread and and tension?

Get your hands on a copy of the old RPG Paranoia. There's even a new version out.

24 minutes ago, Tramp Graphics said:

Get your hands on a copy of the old RPG Paranoia. There's even a new version out.

I have played it many times. It is a VERY fun game but it skews slapstick* rather than genuinely tense.

The original, anyhow. Does the new version amp up the mood?

*This is not a knock against it, it really is one of the most fun games I have ever played.

6 minutes ago, Aluminium Falcon said:

I have played it many times. It is a VERY fun game but it skews slapstick* rather than genuinely tense.

The original, anyhow. Does the new version amp up the mood?

*This is not a knock against it, it really is one of the most fun games I have ever played.

I don't know. I just discovered it while doing a search for the game to provide links.

and Yes, the game is a "light-hearted" game, bordering of slapstick. However, it does really ramp up the whole "paranoia" aspect to eleven.

5 hours ago, Aluminium Falcon said:

I have played it many times. It is a VERY fun game but it skews slapstick* rather than genuinely tense.

This is Star Wars. Quite often it also skews slapstick rather than genuinely tense (especially in TFA & TLJ...and the animated shows).

I did get a chance to play the most recent version of Paranoia last week. While I've never appreciated Paranoia as a game, I think the environment of a Imperial installation or starship would be a perfect backdrop for a Star Wars/Paranoia game.

Here's what I think you need to keep in mind; Paranoia is actually modeling a Socialist/Communist/Fascist utopia. And that's exactly what the Star Wars Empire is! In retrospect, this mashup sounds quite natural . . .

Hmmmmm. You're not going to have the "Insane Computer" from Paranoia, but you do have a spit chain of command between the incompetent political appointed Naval officers and the ruthless ISB officers. That might work better, because you can have a series of officers issue conflicting orders throughout the adventure. So play up the conflicting orders from different but equally important officers and make sure that the officer that doesn't get the results that they want, makes like hard for the PC's.

The various "Secret Societies" in Paranoia could become rebel agent contacts? (I may need help with this one). The "Rebel Alliance" is a pretty vague group to work as the various secret societies, but that could simplify the game for you too.

Now to the original question . . . I don't actually LIKE Paranoia so I haven't considered how to try to pull this off.

Bored bureaucrats are going to be natural obstacles.

Unrelenting Stormtroopers guarding key objective and mission essential sections are a must.

Having the story take place during a battle with the Rebels may help. I imagine there being a general announcement, "Battle Stations!!!" and then consequences (things blowing up. Battle damage, etc). but when anyone asks "What's going on!" the answer is a shrug and no one really knows.

I'll have to check in on this topic later, but this should be a good start.

On 11/1/2018 at 7:26 PM, HappyDaze said:

This is Star Wars. Quite often it also skews slapstick rather than genuinely tense (especially in TFA & TLJ...and the animated shows).

Oh yeah, unquestionably, but part of the challenge that I have set for myself is to try something different. This isn't about the mood of the franchise overall.

Edited by Aluminium Falcon
11 hours ago, Mark Caliber said:

I did get a chance to play the most recent version of Paranoia last week. While I've never appreciated Paranoia as a game, I think the environment of a Imperial installation or starship would be a perfect backdrop for a Star Wars/Paranoia game.

Here's what I think you need to keep in mind; Paranoia is actually modeling a Socialist/Communist/Fascist utopia. And that's exactly what the Star Wars Empire is! In retrospect, this mashup sounds quite natural . . .

Hmmmmm. You're not going to have the "Insane Computer" from Paranoia, but you do have a spit chain of command between the incompetent political appointed Naval officers and the ruthless ISB officers. That might work better, because you can have a series of officers issue conflicting orders throughout the adventure. So play up the conflicting orders from different but equally important officers and make sure that the officer that doesn't get the results that they want, makes like hard for the PC's.

The various "Secret Societies" in Paranoia could become rebel agent contacts? (I may need help with this one). The "Rebel Alliance" is a pretty vague group to work as the various secret societies, but that could simplify the game for you too.

Now to the original question . . . I don't actually LIKE Paranoia so I haven't considered how to try to pull this off.

Bored bureaucrats are going to be natural obstacles.

Unrelenting Stormtroopers guarding key objective and mission essential sections are a must.

Having the story take place during a battle with the Rebels may help. I imagine there being a general announcement, "Battle Stations!!!" and then consequences (things blowing up. Battle damage, etc). but when anyone asks "What's going on!" the answer is a shrug and no one really knows.

I'll have to check in on this topic later, but this should be a good start.

To be clear, I don't mean to use elements of the game "Paranoia" specifically or adapt it to "Star Wars". As fun as it is, to me it's a parody of the tension that I hope to achieve. Certainly, however, attempts to create a feeling of paranoia will naturally have some overlap with the game of the same name.

16 hours ago, Aluminium Falcon said:

To be clear, I don't mean to use elements of the game "Paranoia" specifically or adapt it to "Star Wars". As fun as it is, to me it's a parody of the tension that I hope to achieve. Certainly, however, attempts to create a feeling of paranoia will naturally have some overlap with the game of the same name.

What if Darth Vader was on the ship, not as the commander but on some mission. You could have all the higherups and powermongers tripping over themselves, and backstabbing each other.

On 11/1/2018 at 1:04 PM, Tramp Graphics said:

Get your hands on a copy of the old RPG Paranoia. There's even a new version out.

Paranoia is less actual paranoia and more "Pass the buck to the other players, backstab them when you can and never get caught holding the blame"

It's more like "1984, but whimsical"

On 11/1/2018 at 12:57 PM, Aluminium Falcon said:

I have an idea for a AoR game that is a little outside my stylistic wheelhouse. I have "swashbuckling" down pat from years of practice but I have never been very good with "paranoia".

The ideas are these: Five players as Imperials with various assignments aboard a Star Destroyer. Each one is told ahead of creation that they want to defect to the Rebel Alliance and that they are the only one with such aspirations when, in fact, they all do. Also, the group will be told that one of the players is a plant from ISB when, in fact, none of them will be.

My question is this: What are some methods that you all have used to effectively build that particular brand of dread and and tension?

A method that a friend of mine implemented, was what he called Pages 1, 2 and 3, of your background. Page 1 was commonly known stuff, your "public" face if you will. Page 2 was information that the player knows, and the PC knows, but the other players do not, and they are told to not share that information out of character. Page 3 was stuff about the PC, that only the GM knew about the PC. Like for example that someone is actually a clone of a previous person, despite their belief and memories to the contrary.

He said this method worked really well for the intrigue/paranoia style of gaming. I've never played it myself, but it seemed like a good system to use. Though I have a player who has almost zero poker face, and an amazing lack in an ability to not blurt things out. So it's very easy to see when something has happened that is impacting him directly, even when he goes' NOthing!! Nevermind! I'm fine!" We're all like O_o "Yeaaah, sure, that reaction to what my PC just said is in no way suspicious, or indicative of a particular and likely reason on your part." :D

On 11/1/2018 at 9:26 PM, HappyDaze said:

This is Star Wars. Quite often it also skews slapstick rather than genuinely tense (especially in TFA & TLJ...and the animated shows).

and any game Noral is in....

7 hours ago, samuraisolomon said:

and any game Noral is in....

"This is Norl, my bravest warrior. You and he will steal the Loc-Nar."

I wouldn't outright deceive your players at the outset. Instead, do character creations with each of them separately and just say, "You're all playing crew members on a star destroyer. Your character wants to defect to the rebellion." Let them assume they're the only one. Or are they? See, paranoia already.

The characters should all be new transfers, so they don't know each other or anyone else on board. Have one of them actually be an ISB agent undercover (who, yes, wants to defect -- this is his chance!) assigned to this ship because some security breaches indicate a rebel sympathizer or agent is on board. So, there may be a potential ally already there -- probably best not to decide who ahead of time, that seems like it'd become clear in the moment when it's most dramatically appropriate. Have a couple of NPC new transfers as well, so they can be suspected of stuff.

Have the players decide on or establish what their last posting was, and establish a few key points of backstory.

"What made you decide that you had to join the rebellion?"

"Have you already committed acts of treason?"

Figure out agendas and/or secrets for the other major NPCs, even if its only who's sleeping with who and which officer would do anything for a promotion. Give the ship a mission that allows the PCs to either 1) have a shot at getting off the ship and to some rebels (or at least escape) or 2) learn something that would be valuable to the rebellion so they can prove their worth. Or have the ship involved in something weird or potentially shady ("Why are we -- an Imperial Star Destroyer -- dropping off a bunch of cargo in Hutt territory?").

Have a rumor start up -- or have an officer tell the crew directly -- that an ISB agent is suspected to be on board.

Figure out if you *want* the players to eventually realize that they are all on the same side and want to work together or if you *want* it to devolve into PC vs PC. And be emotionally prepared for it to go the other way.

Mostly, I think you just need to have things for them to do both in their roles on the star destroyer and as people with secrets trying to find out other secrets. They will supply the paranoia then.