The Paranoia Sourcebook
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The Paranoia Sourcebook
''The Paranoia Sourcebook'' is a 1992 role-playing supplement for ''Paranoia'' published by West End Games. Contents ''The Paranoia Sourcebook'' is a supplement in which the Computer has returned in a new form. Publication history Shannon Appelcline noted that "The computer was 'rebooted' in ''The Paranoia Sourcebook'' (1992) but by now the line had spun wildly out of control and was almost unrecognizable. Though some later releases like the pre-crash ''Don't Take Your Laser to Town'' (1988) and ''Alice through the Mirrorshades'' itself did well commercially, the uneven humour of the early '90s and the metaplot issues would eventually doom the line." Reception S. John Ross reviewed ''The Paranoia Sourcebook'' in ''White Wolf'' #32 (July/Aug., 1992), rating it a 2 out of 5 and stated that "is it a good game? To be certain, it is less intelligent than the old ''Paranoia''. West End is clearly aiming for a much younger and more general market. They seem willing to sacrifice a lot of ...
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Paranoia (role-playing Game)
''Paranoia'' is a dystopian Science fiction, science-fiction tabletop role-playing game originally designed and written by Greg Costikyan, Dan Gelber (game designer), Dan Gelber, and Eric Goldberg (game designer), Eric Goldberg, and first published in 1984 by West End Games. Since 2004 the game has been published under license by Mongoose Publishing. The game won the Origins Award for Best Roleplaying Rules of 1984 and was inducted into the Origins Awards Hall of Fame in 2007. ''Paranoia'' is notable among tabletop games for being more competitive than co-operative, with players encouraged to betray one another for their own interests, as well as for keeping a light-hearted, tongue in cheek tone despite its dystopian setting. Several editions of the game have been published since the original version, and the franchise has spawned several spin-offs, novels and comic books based on the game. Premise The game is set in a dystopian future city controlled by the Computer (also kn ...
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West End Games
West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia'', '' Torg'', ''DC Universe'', and '' Junta''. History Scott Palter received a JD from Stanford in 1972 and joined the New York State Bar before he began work at the family firm, Bucci Imports. Drawing on this financial connection, Palter was able to found West End Games, named after the bar in which the meeting that finalized its founding occurred: the West End Bar near Columbia University. Initially a producer of board wargames, In 1983, Palter hired Ken Rolston, Eric Goldberg and Greg Costikyan as game designers, and WEG's focus turned away from traditional wargames. Costikyan's 1983 game '' Bug-Eyed Monsters'' brought WEG into the science-fiction and fantasy genres. Then Costikyan and Goldberg brought Palter a manuscript fo ...
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Shannon Appelcline
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White Wolf (magazine)
''White Wolf'' was a game magazine, published by White Wolf Publishing from 1986 to 1995. History While still in high school, Stewart Wieck and Steve Wieck decided to self-publish their own magazine, and Steve chose the name "White Wolf" after Elric of Melniboné; ''White Wolf'' #1 was published by their White Wolf Publishing in August 1986 and distributors began to order the magazine a few issues later as its print runs continued to increase. In 1990, Lion Rampant (game publisher), Lion Rampant and White Wolf Publishing decided to merge into a new company that was simply called "White Wolf", and in an editorial in the magazine Stewart Weick explained that the magazine would still be independent even though the company was now involved in role-playing game publication. The name of the magazine was changed to ''White Wolf: Inphobia'' as of issue #50 (1995), but the magazine was ultimately cancelled with issue #57. Reception ''White Wolf'' won the Origins Award for "Best Professio ...
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White Wolf Magazine
''White Wolf'' was a game magazine, published by White Wolf Publishing from 1986 to 1995. History While still in high school, Stewart Wieck and Steve Wieck decided to self-publish their own magazine, and Steve chose the name "White Wolf" after Elric of Melniboné; ''White Wolf'' #1 was published by their White Wolf Publishing in August 1986 and distributors began to order the magazine a few issues later as its print runs continued to increase. In 1990, Lion Rampant and White Wolf Publishing decided to merge into a new company that was simply called "White Wolf", and in an editorial in the magazine Stewart Weick explained that the magazine would still be independent even though the company was now involved in role-playing game publication. The name of the magazine was changed to ''White Wolf: Inphobia'' as of issue #50 (1995), but the magazine was ultimately cancelled with issue #57. Reception ''White Wolf'' won the Origins Award for "Best Professional Adventure Gaming Magazin ...
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Dragon (magazine)
''Dragon'' was one of the two official magazines for source material for the ''Dungeons & Dragons'' role-playing game and associated products, along with ''Dungeon (magazine), Dungeon''. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, ''The Strategic Review''. The final printed issue was #359 in September 2007. Shortly after the last print issue shipped in mid-August 2007, Wizards of the Coast (part of Hasbro, Inc.), the publication's current copyright holder, relaunched ''Dragon'' as an online magazine, continuing on the numbering of the print edition. The last published issue was No. 430 in December 2013. A digital publication called ''Dragon+'', which replaced ''Dragon'' magazine, was launched in 2015. It was created by the advertising agency Dialect in collaboration with Wizards of the Coast, and its numbering system for issues started at No. 1. History TSR In 1975, TSR, Inc. began publishing ''The Strate ...
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Paranoia Supplements
Paranoia is an instinct or thought process that is believed to be heavily influenced by anxiety, suspicion, or fear, often to the point of delusion and irrationality. Paranoid thinking typically includes persecutory beliefs, or beliefs of conspiracy concerning a perceived threat towards oneself (e.g., ''"Everyone is out to get me"''). Paranoia is distinct from phobias, which also involve irrational fear, but usually no blame. Making false accusations and the general distrust of other people also frequently accompany paranoia. For example, a paranoid person might believe an incident was intentional when most people would view it as an accident or coincidence. Paranoia is a central symptom of psychosis.Green, C., Freeman, D., Kuipers, E., Bebbington, P., Fowler, D., Dunn, G., & Garety, P. (2008). Measuring ideas of persecution and social reference: the Green et al. Paranoid Thought Scales (GPTS). ''Psychological Medicine, 38'', 101 – 111. Signs and symptoms A common symptom o ...
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