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Clones in Space is an early Paranoia First Edition game module. An atypical Paranoia game to be sure, but an absolutely tremendous introduction to the insanity of the game. Featuring such classic characters as FLASHGO-R-DEN and BUCK-R-GRS, it is a Red clearance adventure with many good points, and some bad. A detailed description of the adventure follows.
(SECURITY CLEARANCE ULTRAVIOLET - CITIZENS BELOW UV CLEARANCE READING THIS SHOULD REPORT TO THEIR NEAREST TERMINATION CENTRE IMMEDIATELY)
Layout - The book is very nicely set out. Besides the usual formula for Paranoia modules, with chapter after chapter of carnage, GM tips, handouts and bold text to be read out loud to the players, the cover of the game also includes all of the nescessary tables for the game. These include the Explosive Decompression table, Bot and PC rosters, as well as Amusing Vehicle failure tables and Pie Fighter damage charts. Of good use in any game.
Episode 0.5 - The characters are ordered to escort a high clearance citizen to new prison facilities. This prisoner is in possession of high level information and mere contact with him warrants immediate execution. About 5 minutes after meeting him the players are all arrested and put in a holding cell. A very quick entry to the game only present to justify their upcoming mission.
Episode 1: Into the Wild Black Yonder - The merciful computer decides not to execute the traitors. Instead they are ordered to test the new "experimental elevator" into the Outdoors. There they are to locate and terminate a rogue High Programmer. Given the remote location of their mission, ALL of the clones in each family are to take the trip in the experimental elevator into the Outdoors.
This is truly the best feature of this module. Sending all of the clones together means 36 clones running around, all getting themselves blown up, executed, etc. All of the other 5 clones in each family are NPCs, and the GM is encouraged to play them as complete and utter weenies. Mimicking each players annoying little habits and key expressionisms is encouraged, to bring about maximum irritation to the active clones. The sheer panic that ensues from the word go is truly gold. Amidst cries of "I need to go to the toilet", "Let me out, I can't breathe" and "Push the red glowing button - it will be fun" the players madly scramble to preserve their hapless clones and stop them from depressurising everyone in sight.
Episode 2: Touro-Comp - the players arrive at their destination. This orbital platform is no longer inhabited, and is only a transit point to another platform where the traitorous UV citizen has gone. The main purpose of this stop is to provide an environment where the NPC clones will truly excel at killing themselves. From vacuum toilets, to being disassembled by bot repair units, these clones literally drop like flies. The players spend all their time working out ways to keep the unruly clones under control, while attempting to set up other players clones for the inevitable explosive decompressions to follow. If your players start screaming out "PUT DOWN THE HAMMER, AND STEP AWAY FROM THE NUCLEAR WEAPON" then you are definately on the right track here.
Episode 3: Jackobot Heaven - In this platform the players encounter a society of bots who have broken free from the rule of the Computer. Several factions amongst the bots exist, the main one being the Simulation Superbots who believe that great Kirk the Creator is prophesised to return and reactivate the dead Computer. Of course, this means strapping Kirk down to a power reactor and electrocuting him, but the players don't know that. Following much mayhem, and the appearance of a large Preying Mantis-like alien with a taste for NPC clones, the players follow on to the next station in search of the High Programmer.
Episode 4: Platform 743-AZ - This platform has in it a transdimensional gate leading to an alien vessel where aliens from a far away galaxy are busy plotting the invasion and destruction of Earth. Finding that gate is their objective, but of course the players don't know that. To get there they must cross this nightmare station filled with more vacuum toilets, disposal chutes, philosophising gun enplacements and scrapbots "Ssscrapbotss know everything yess sscrapbotsss know. Ssscrapbotsss can tell you, yesss. You give me gun, preciousss."
Episode 5: They Want Our Women! - Finally arriving at the alien vessel, they discover large green multi-tentacular aliens with Scotish accents bent on the conquest of Earth and it's women. The players are captured and placed in a holding cell with the UV citizen, who proceeds to tell them of a plan of escape. Following a complete revelation of the evil plans by the Aliens, the players make a break for the Pie Fighters and engage in starship combat against several blob fighters prior to destroying the alien mothership.
Episode 6: Ending? What Ending? - Once again a Paranoia adventure without ending. The players return to Platform 743-AZ and discover they have no way to return home, with enough food for 2 days. Scrapbots drive them insane long before then.
So what are the good points of this module? First of all the humour. It is fantastic. The NPC clones truly create mayhem and provide plenty of ways to commit blatant treason at the expense of other players. If your players have watched Star Wars or Star Trek they will absolutely love the jokes. As an introductory adventure it succeeds because of the presence of all 36 clones together in one room. It drills into your players the fact that each member of the clone family is an individual, each with complete goals, aspirations, treasonous intent, mutant powers and so on. It also makes them value each and every single clone they go through.
The bad points are minor, but do add up. Firstly it does not represent what a typical Paranoia game should be like. No R&D devices, no Computer after they are lauched into orbit, and no debriefing. In fact, the lack of ending is quite dissatisfying to the players (if they make it that far, only one of two groups I have run this game to have completed it). The abundant presence of Tac Nukes is also a problem. Since every clone is located within the blast radius of a Tac Nuke, and since Tac Nukes kill clones automatically, it can be a very short game if the players are not aware of the problems involved. Some minor tweaking is in order. The final chapter also jumps around a lot, with the final space battle being mainly meaningless dice rolls. My hint: have them activate the self-destruct mechanism then jump through a transdimensional portal after chanting "There is no place like home". The last thing they hear before they are back in Alpha Complex is an alien screaming "Guid God, mon; ye dinna ken what ye ha'e done. That be the verrra self'destrrruict switch o'the whole ship!"
Overall it is an absolute riot of a game. Guaranteed to be a memorable experience by all. I thouroughly recommend it as a strictly one off game.
Style - 3 Substance - 3

