Re: Damn the irrelevance! Onward!

From: Meirion Hopkins <Meirion_at_ukgateway.net>
Date: Sun, 30 Apr 2000 12:42:31 +0100


> From: James Frusetta
>
> Did the 'domino theory' have any validity at all?
> Well, if you're approaching it with the idea that commies were sneaky
> and awful, and if you talk with 'em for more than 5 minutes they *turn
> you into one* with their Communist Propaganda skill from _Paranoia._
> Horrors! (Say, there's another Sov-Lunar parallel... "No! Don't use your
> Debate skill against them!"). Keep in mind, too, that there's a thread
> of "no appeasement" in the line of thinking, too, so it's partially a
> product of the 1930's.

Sounds like Nylasorian riddling to me!

> Which brings up some MGF for gaming, too -- someone mentioned the
> enjoyment of Lunar players being "troubleshooters." The Lunars at the
> moment seem to have their Cup Runneth Over in terms of spooks,
> rat****ers, analysts and secret police. Typically in the US & SU each
> sub-unit in the agencies tends to have its own bugbear that they
> excessively focus on. So Lunars PCs may well be running around being
> told to look for things that *don't exist!* because of fears of their
> superiors, and being told that things they *do* see don't exist, because
> their superiors have no real interest in that.

A pair of Spoken Word investigative agents are running arround the Empire trying to find evidence of chaos infestation. They are balked at every turn, could it be a cover up? Krarshti activity is suspected...

It's the L-Files!

Or as in Latin America,
> the US would in some cases be so paranoid about a reformist leader being
> a commie they'd push him into becoming one by screwing with him -- so
> then you've got one group of agents trying to "pre-emptively" weaken
> say, an Orlanthi clan that is a potential danger, while others are
> trying to win clan acceptance of Lunar rule. Very fun, very
> schtizophrenic. Some good game opportunity stuff there, which can also
> be played at both ends.


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