Minireview: Sector Zero

Sector Zero is supplement for Paranoia XP, the new version of the Paranoia game. It’s a set of three “missions” (pre-gen adventures) which can all be classified as “punishment duty” (Sector Zero being Alpha Complex slang for such). Now, experienced Paranoia players may wonder about that – isn’t life in Alpha Complex already punishment duty in itself? Well, not necessarily; there are always various shades of “bad”, and the new version of Paranoia encourages games that actually may see clones surviving for a game or two. Or not.

So, let’s see. We’re given “Bubblegum Run”, in which the Troubleshooters are sent to watch over some kids, and to investigate a certain bubblegum shipment. Sounds harmles, right? Well, obviously, wrong. Most Alpha Complex citizens have zero experience with “kids”, and here we learn why.

Next up is “The Dinner Party”, in which the team is tasked with setting up a formal dinner for a bunch of Indigo citizens. Considering their normal culinary sophistication is limited to choosing between Red or Stripy Tast-EE-Gruel, this may (=will) present a few tiny little challenges.

Last but not least we have “Lightning Rod”, where the team is sent to the upper reaches of Alpha Complex, to guard the top of the dome against Communist infiltators. Since this happens a mile or so above ground and is already quite dangerous, it would be cruel and unusual to throw subverted robots, insane military personnel, mad scientists and dangerous experiments into the mix. Maybe that’s why all that and more is included.

All in all, a worthy set of Paranoia missions, well suited as continuations to an earlier failed mission. And let’s face it, pretty much all missions fail, so these can be used almost anywhere.

Paranoia XP continues to be a brilliant reinvention of a classic game. If you haven’t already checked it out, you are ordered to do so at once, Citizen. It’s Mandatory Fun Duty.

Fri, 09 May 2008 09:05 Posted in

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