Posted 13 April 2008 - 11:45 AM
Shane here.
The system was very simple in a way, just rolling a d20 to get under a score, however, there were far more skills than necessary, way more equipment than readily dealt with, a damage system that was hard to actually grasp- I read over the relevant section several times and still wasn't sure I was doing it right. For a game that is likely to be a one shot, do we REALLY need a difference between a mechanic skill and a nuclear engineering skill?
So, its not JUST system, but the setting around the system that requires you to read so much garbage that you feel like your trying to remember 2nd edition D&D's equipment list to run a game of Loony Tunes: a whole lot of work and investment for very little gain.
While the book itself gives advice to ignore the rules when they get in the way of fun and to never get into a rules argument with the GM, its the same as other games advice that the GM is there to balance the game: it means that the system is 'weak' and can't actually provide any form of balance or that the rules actually were tailored to support the game that will be played.
So, while I enjoyed running Paranoia, I felt as if it was a very clunky, outdated, and expensive game. An actual rewrite of the game, throwing out bad mechanical ideas (complex skills and long equipment lists), updating the setting (less Commie, more enemies of Freedom), and less text intensive set up could lead to the book being easier to read, usable quickly, and relevant modern satire.