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Often, they are the most obvious, and must be used with subtlety. This group refers to the actions that you can take outside of the theoretical adventure world. Exercise moderation and subtlety, and watch the “irrational distrust” grow. Players and characters can quickly become jaded against the effects of paranoia. When employing any of these tactics, you must remember Acolyte’s Essential Rule of Paranoia: “If your players know that you are trying to make them paranoid, your attempts will fail.” Abusing any of these devices, or using too many of them too close together, will alert players as to your goal, which is self-defeating. That said, some of these approaches are quite benign, and can be used in moderation to ‘spice up’ an otherwise dull session. Not all of these tactics are appropriate to every group some may be appropriate only for those with a long gaming history of “evil GM” tactics. They will, at some point, realize that they have been manipulated. Take care when shattering your players’ trust. Both: Robert thinks that the GM is trying to get rid of Jon Quickfingers through a ring of assassins, so the character and the player both act strangely.Īs a GM, you can’t force your players to play paranoid characters, BUT you have plenty of tools available to help inspire in them “irrational distrust.” These tools can be largely divided into three broad groups:.Out-of-game: Robert thinks that the GM is actively trying to dispose of Jon Quickfingers, and he views any info from the GM as circumspect.In-game: Jon Quickfingers believes that nearly everyone he meets is a police spy, and Jon’s player, Robert, created this trait to have in-game fun.“Extreme, irrational distrust of others.”įor our purposes, we will focus on the second definition (although the first does provide several key words: “disorder,” “grandeur,” and especially, “persecution”).Īs far as RPGs are concerned, this type of paranoia can be:.“A psychotic disorder characterized by delusions of persecution with or without grandeur, often strenuously defended with apparent logic and reason.”.– Good Omens, Terry Pratchett and Neil GaimanĪccording to, paranoia is either: “Hastur was paranoid, which was simply a sensible and well- adjusted reaction to living in Hell, where they really were all out to get you.” 0 Paranoia: Shattering The Trust Part I: Meta-Game Events – RPT#211 Paranoia: Shattering The Trust Part I: Meta-Game EventsĬlick here to read the Paranoia: Shattering The Trust Part IIĬlick here to read the Paranoia: Shattering The Trust Part III