Here are some final tips for playing Paranoia:
- Trust No One.
- Keep your laser handy.
- Shoot first, ask questions later.
- Everyone is guilty of something, that makes them a traitor.
- Document EVERYTHING.
- Support your Secret Society. They come first, then the Computer. These are the people who will get you the gear and information you need to live and should be treated as your best friends.
- Put a lot of points in chutzpah, and pick a good skill in that category. I recommend con, fast talk, and perception.
- Put a lot of points in dexterity. The ability to shoot/beat/hack a traitor should be WAY up on your list. If he's dead, you might not be.
- Put a lot of points specifically in LASER. You'll get one. You'll own one. You'll shoot one. Might as well be able to hit something (read: someone).
- When rolling dice: High = good Low = bad.
- Invest heavilly in red paint.
- Be creative. Paranoia is not about rules, it's about fun. If the GM knows you're having fun and playing in character, you'll get breaks. Go for the unexpected (but not the stupid).
- Blackmail is a powerful motivator. Don't start shooting right away if you think you can get someone to be your "witness" at the debriefing. Be careful, though, failure to report treason is in itself treason.
- Be the team leader if possible. Be the equipment guy if possible. Try to avoid the camera, the recording officer is a dangerous job... he's got the proof that everyone else is a traitor.
- Lie. Cheat. Steal. Backstab. Maim. Frame. Blackmail. Shoot to Kill. Have the Proof. Get the Proof. Make up the Proof. Get Promoted.
- Try to find co-conspirators. Don't trust them, but if you can find a motivator for a team-mate to help you, do it. It's easier when it's us vs them and not you against everything.
- Don't forget your mission(s). Many times troubleshooters will get too focused on the Computer's mission or a Secret Society mission that they completely forget about the other. Don't be so obsessed with killing Bob that you forget that he's the only one who can get the mission done. You can always kill him after you finish the mission.
- Red reflec and lasers SUCK. Get your secret society to give you better stuff. Don't be afraid to ask. They'll probably want something in return, but if you've got a cool laser and armor, you might be able to do it. Remember, though, that everyone else is a member of a secret society. Everyone else can get/have better weapons and armor. Everyone else might have read this page...
- In a firefight, head for cover. You might be a coward, but you'll be a living coward. Besides, the survivors will just make up the facts about the firefight anyway. Remember if you're dead, someone else shot you, and they'll be doing their best to make you out to be a traitor who deserved to die. You want to be in their shoes, and you want them to be the ones being dragged to the recycle vats by cleaning-bots.
- If someone (anyone) yells out "COMMIE MUTANT TRAITOR" shoot at the person they're shooting/pointing/yelling at. Don't think.. Don't consider.. SHOOT! Someone has exposed a traitor and you might as well get in on the killing and credit.
The end...
OK, so you've read all my crap and you still aren't convinced that Paranoia is fun, worth playing, or you are clueless as to what's going on. I've done all I can, and all I can offer is my last bit of advice: Play the game. It is a great break from standard RPGs in that it's fun, quick, shoot-from-the hip roleplaying that leaves everyone laughing (ok, so they're dead. They're still laughing). Will you spend months and months running in-depth campaigns that lead you all over the world in search of mystical and hidden artifacts? No. But after you do all that in some other fantasy RPG, take a much-needed break, gather everyone together, and get away from that mode of playing. Paranoia is pure roleplay because players don't know all the rules, and act out their characters in the only way they can: roleplay. It's impossible to crunch numbers when you don't know them.