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There's a reason they call it a play style.

One of the many, many great things about PARANOIA is having three different play styles: Classic, Straight, and Zap. While my tastes run somewhere between Classic and Zap, I have played and GMed many Straight missions and have really appreciated the different tone, feel and ... well, style inherent in a Straight mission.

What makes this style different from the others? Do players still try to terminate each other's characters? And what does a GM need to know in order to run a Straight mission? The difference is not in the body count per se. It's in how those bodies are racked up.

Some people think Straight missions are less deadly, and that you can always tell a Straight mission because the players are still on their first clones after briefing. Not quite. The situations in a Straight mission are not less deadly--they are only less likely to erupt in a no-holds-barred firefight.

You want specific tips? You got 'em.

PC's in a Straight mission are encouraged to find alternative solutions to problems, ones that doesn't require shooting someone. You can still shoot people; afterall, this is PARANOIA. But every shot fired in a Straight mission is accounted for. For example, if you fire your laser at your Team Leader in a Straight mission, sensors in the walls will record a laser discharge and someone will call that PC to find out why a gun was fired. Having to explain such behavior turns many players off from the fire-happy laserfests found in Zap games.

Here are some suggestions for making a Straight mission more straight. Please note I am not affiliated with Mongoose Publishing and these are not official rules or anything. You are the GM--do what you want.

It's Straight, not Dull. Get it right.

But there are some things that should remain in a Straight game no matter what. These include:

Which brings me to my last point. Zap is a lot of fun, especially when you just want to cool down after a rough week and cut loose. There is something undeniably cathartic about ignoring plots, cohesion and cause-and-effect in favor of shooting some character until you feel a strong breeze blowing through them.

But that's like fast food--it's mighty tasty but not deeply satisfying. When done well, Straight missions are quieter, less manic, and much more satisfying that other styles. The dark humor and more realistic setting make for a more deeply satisfying experience in the end. So go give Straight style a try. I think you'll be surprised at how much fun it can be. ^ TOP

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