Don’t Go Outside

In my tenure aboard the Good Complex PARANOIA, I have a vague recollection that the first rule of PARANOIA Club was: Don’t take them Outside In practice, Alpha Complex should – indeed must – be seen to be believed. The Troubleshooters should grasp that Alpha Complex is home and The… Continue reading Don’t Go Outside

Character In Three Acts

I’m not generally one to engage in all-out acts of improvisation and storytelling; however it occurred to me at the weekend that a little bit of freeform play might assist with rounding out characters for our current Call of Cthulhu 7th edition campaign. I had an interesting session in my… Continue reading Character In Three Acts

Embrace the Ignorance

The most interesting (and frustrating) thing I have found about designing adventures for conventions comes down to lack of foresight about your players. You can’t account for the extent of the knowledge. In some games, this might mean that you run a game with which someone has considerable experience. In… Continue reading Embrace the Ignorance

Complex 214 – The Dee Sanction

I have a few upcoming conventions to prepare for, where I hope to get the chance to run a couple of Complex 214 games. One will be based around the dystopian future colony background I have already referenced in my game pitch post and elsewhere. The other will take me… Continue reading Complex 214 – The Dee Sanction

Complex 214 – Unethical Ends

Complex 214 character generation include three card-driven facets – Mutation, Secret Affiliation and Unethical Ends. I have been looking with some interest at the lattermost. Essentially, all characters have a purpose in their daily existence. Characters in Complex 214 could not describe themselves as competent in much at all. They… Continue reading Complex 214 – Unethical Ends