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WattErs10
watters.10

Sat

Nov 30
2002

05:41

Humor game help

> On 28 Nov 2002 at 7:36, Coyt D. Watters wrote:
> 
> > If you can find it, I'd recommend reading "The Yellow Clearance Black Box
> > Blues" for WEG's Paranoia game.  It has to be one of the funniest "adventures"
> > ever written for gaming.  Granted, given the game itself there's a lot of
> > inherent humor, but this was one "module" that I really enjoyed reading as
> > much as running.
> 
> Is it a funny adventure to read, or a funny adventure to run?
> 
> I think there's a difference there.  It's much easier to write a funny adventure
> to read, because keeping something funny when you're running it sort of
> requires, to my mind, knowledge of your players.

Well, we are talking _Paranoia_ here, where it's absurdist gaming at its best.

To me it was a great example of both.  It's a great farce of misdirection and 
unexpected plot twists, and I while I was amused with the how the module was 
written and fit together, what was best to me was that I could see my troupe 
and how they would react to the scenario.  Most of the time, the next section 
followed *exactly* how the players ended up playing the scenario.  Mr. Ford 
(GURPS: Time Travel, lots of other stuff) won awards for this module, well 
deserved in my opinion (though it was written over 16 years ago...)






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