Had a lightbulb moment, then it burned out like in the B&B cartoons.
The PCs are usually given incomprehensible or self-contradicting mission goals, dangerous, faulty or experimental futuristic gizmos as equipment (such as a tactical nuclear grenade marked "Throw Hard!"), as well as contradictory missions from their secret societies. Paranoia missions are typically fatal for the Troubleshooters.
Given the extreme lethality of Paranoia, the episodic/repetitive structure of MMORPG might work for Paranoia. (You keep starting new characters/activating clones. Hey, so we get some permadeath!)
Except there would have to be lots of moving parts/complex dialogue... and the best AI ever. Including a heavy duty parser.
Discussion of Paranoia MMORPG.
The PCs are usually given incomprehensible or self-contradicting mission goals, dangerous, faulty or experimental futuristic gizmos as equipment (such as a tactical nuclear grenade marked "Throw Hard!"), as well as contradictory missions from their secret societies. Paranoia missions are typically fatal for the Troubleshooters.
Given the extreme lethality of Paranoia, the episodic/repetitive structure of MMORPG might work for Paranoia. (You keep starting new characters/activating clones. Hey, so we get some permadeath!)
Except there would have to be lots of moving parts/complex dialogue... and the best AI ever. Including a heavy duty parser.
Discussion of Paranoia MMORPG.