[Paranoia RPG] What's in the Box?

[Paranoia RPG] What's in the Box?

Troubleshooters! A sealed ULTRAVIOLET-clearance box has appeared in Sector ZAP — your orders are simple: retrieve it, don't open it, and deliver it

TYPE

One-Shot

SYSTEM

Paranoia

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 NEEDED TO START
$30.00

/ Session

Details

Once / Thursday - 5:00 PM UTC

Jun 4

Session Duration / 3–4 hours

0 / 5 Seats Filled

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This game will begin once 3 players have joined
About the adventure

Don't Open That Box! — A One-Shot Adventure in Alpha Complex The Computer is your friend. The Computer is happy. The Computer has a small job for you. A sealed ULTRAVIOLET-clearance container has been located in Sub-Sector ZAP-7-Gamma. You and your fellow Troubleshooters have been assigned to retrieve it, escort it safely back to Processing Bay 9, and deliver it unopened. This is a straightforward mission. Previous teams have described it as "mostly fine." Their whereabouts are classified, but that is completely unrelated to your assignment. Happiness is mandatory. Have a wonderful day. What is Paranoia? Paranoia is a darkly comic tabletop RPG set in Alpha Complex — a vast underground city ruled by an all-knowing, deeply paranoid supercomputer called Friend Computer. You play RED-clearance Troubleshooters: low-ranking citizens sent on missions that are almost certainly potentially not going to kill you. Fortunately, you each have six clones. Death is an inconvenience, not an ending. The game runs on a perfect cocktail of bureaucratic absurdity, backstabbing, and genuinely terrible decisions made under pressure. Think Brazil meets 1984, with laser guns and a lot of forms to fill in. Every player has a secret society with its own agenda — which means your teammates are also your rivals. Trust is treason. Probably. What to expect at this table This is a high-energy, laugh-out-loud session built around one central question: "what's in the box, and should you open it?" The answer to the second part is no. Obviously. But someone at the table will want to, and that tension is where the fun lives. Expect chaotic encounters, impossible bureaucracy, and a box that seems to get more suspicious the longer nobody opens it. The session runs approximately three hours and is designed to reach a satisfying, spectacular conclusion — however many clones it costs. No experience required — and honestly, Paranoia rewards not knowing the rules too much. Character knowledge and player knowledge are supposed to be minimal. You're meant to be confused. So is your character. That's the point. I'll walk everyone through the basics at the start of the session and answer questions as we go. The rules are light, the vibe is chaotic, and dying is funny rather than frustrating. If you've ever wanted to try a tabletop RPG in a low-stakes, high-laughs environment, this is a great entry point. Veteran players will find plenty to dig into — secret society objectives, clone management strategy, and the slow art of making everything someone else's fault. I'll provide everything you need to play. Pre-generated character sheets will be provided — each one comes with a name, a clearance level, a secret society membership, and all the abilities. Tone: dark comedy, absurdist sci-fi, collaborative chaos. System: Paranoia (rules-light, beginner friendly). Length: approximately 3 hours. Players: 4–6. Content: cartoon violence, bureaucratic horror, light betrayal.

Game style

Roleplay Heavy

Rule of Cool (RoC)

Theater of the Mind

Meet the Game Master

Less than a year on StartPlaying

About me

I started playing Dungeons and Dragons at 12 years old in 2010, after a school friend came to me and some other boys with this shiny book with cool pictures, complex spells, and a concept I could never have imagined was possible: play a video game but we get to decide everything! I just kept delving more and more into D&D and other RPGs; and in 2014, wanting to take the next step, I bought the 5e books and decided to run the game, learning how to weave stories with the players' backgrounds, take on the role of several NPCs, and manage combat so the storytelling stays at the centre. Over time, I have DM'd for over 100 different people, in 5 different countries, from complete beginners to longtime players. I have run official modules, online one-shots, and my own campaigns and adventures. I offer paid weekly, monthly or one-time sessions, be they in-person or online (using Roll20 or DnD Beyond Maps for visuals, and GMeet or Discord for conversation). I always provide handouts, maps, creature tokens, all players need to feel fully immersed. Most importantly, my players never need to worry about character creation, rules, monster stats, all they need is their imagination and storytelling skills.

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Character creation

Creating your character

Premade characters will be provided!

What to expect

Preparing for the session

I will be using Discord and Roll20. Once players confirm, I will send over the links.

What Oliver Freiberg brings to the table

I will be using my best Friend Computer voice and incorporating the NPCs persona. Also, I add as much ambient music as possible, so that players feel immersed in Alpha Complex. This is an RPG that does not use maps, it's all Theatre or the Mind.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Oliver Freiberg creates a safe table

All safety rules will be explained at the beginning of the session to ensure everyone feels comfortable and confident about setting boundaries. I will go through the X card mechanism, and the Lines and Veils discussion at the beginning

Content warnings

Safety tools used

Frequently asked questions