CONGRATULATIONS, CITIZEN! You have been selected for an EXCITING MISSION. Your assignment is [ ] Determine why there's a microscopic shortfall in food vat yields [ ] Test experimental brain interface technology [ ] Terminate terrorist mutant traitors [ ] Identify and terminate saboteurs in your Troubleshooter team [ ] Determine the precise temperature at which your cranial fluid boils [ ] Have fun. Fun is mandatory. [X] ALL OF THE ABOVE The odds of your survival can be greatly increased [ ] Not going on the mission. [ ] Deep-tissue forehead cleansing [ ] Developing the mutant power to levitate down elevator shafts [ ] Concealing that you have the mutant power to levitate down elevator shafts [ ] Terminating your fellow Troubleshooters before they can terminate you [X] Purchasing this exciting adventure [ ] ALL OF THE ABOVE
Another Paranoia adventure. I'm almost caught up on current-edition Paranoia content.
This is a fantastic adventure in 3 parts and I liked pretty much every part of it. The opening mission involves being sent to a section of Alpha Complex so remote that its denizens feel forgotten. You have to ascertain why there is a 1.6% shortage in raw food product production. And the first leg of this mission has just about every major Paranoia obstacle: Dissident traitors, obstructive bureaucracy, and horrible giant mutants. If the PCs are extremely lucky, they win a Pyrrhic victory that makes them heroes of Alpha Complex. If they are unlucky they will inadvertently bring a giant monster to Alpha Complex proper.
The second leg is almost entirely optional. An NPC is met and could be an opportunity for the PCs to be extremely capricious. Alternatively it could lead to the adventure proper and an encounter in a secret society stronghold. This then leads them to some shenanigans with rival troubleshooter teams that will be an excellent palate cleanser and freakin' hilarious. After this point the chaos continues to ramp up as the true villain is revealed and we transition in to leg 3.
Leg 3 requires some work as the module doesn't leave a lot of room for getting to an ending that isn't "Alpha Complex Completely Destroyed" and that isn't overly funny and kills campaign play dead. Obviously. At this point the players have been driven around and part of the third leg necessarily requires the leash to come off and I say go nuts. Let them the players find a solution and run with it.
All in all, Implausible Deniability is a bit long for a one shot but should be a pretty amusing time for everyone at the table.