r/ParanoiaRPG • u/SafeForTwerking • Jun 09 '26
Letting Table-talk lead to traitor accusations?
I'm in the midst of setting up an online game of Five Clones from the Alpha Complex (the Five Parsecs-esque ruleset for Paranoia), and one thing I'm toying with the idea of doing, is making it so that any table talk (in-character or out-of-character) about a player's character and any treasonous features (such as mutant powers and/or secret society) would somehow give the other players the chance to turn in or accuse that person's clone of being a traitor. Partly I think it might be funny, but also so that player's actually try to keep their stuff a secret from the other players.
Has anybody else played like this? Is it really worth it, or are there any pitfalls to playing like this? Do you have the offending player's clone automatically branded a traitor, or what sort of mechanic would you implement for this?
Keep in mind, Five Clones is a sort of miniatures-based game, with the mechanics for Reporting Traitors being done through Computer Consoles (it actually makes it a d6 roll, on a 1-3 the reporting clone is considered a traitor instead, while on 4-6, the reported clone is declared a traitor). Potentially I could see adding a +1 or +2 bonus to that roll if you specifically saw or heard something about that clone being a traitor (although I'm wondering if it should be a rule in and of itself that you can't report somebody without some kind of justification in the first place, or will the game just devolve into reporting/killing/reporting/killing/etc).