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    #16
    These are a few indie games I have my eye on:

    Gamedec, an "adaptive cyberpunk RPG" by indie polish developer Anshar Studios.





    The following two are based on Brian Jacques' series of children's fantasy books, Redwall.

    The Lost Legends of Redwall: The Scout



    The Lost Legends of Redwall: Escape the Gloomer



    Paranoia: Happiness is Mandatory, based on the pen-and-paper RPG with one of the funniest settings ever.

    The game's main setting is an immense, futuristic city called Alpha Complex. Alpha Complex is controlled by The Computer, a civil service AI construct (a literal realization of the "Influencing Machine" that some schizophrenics fear). The Computer serves as the game's principal antagonist, and fears a number of threats to its 'perfect' society, such as The Outdoors, mutants, and secret societies (especially Communists). To deal with these threats, The Computer employs Troubleshooters, whose job is to go out, find trouble, and shoot it. Player characters are usually Troubleshooters, although later game supplements have allowed the players to take on other roles, such as High-Programmers of Alpha Complex.

    The player characters frequently receive mission instructions from the Computer that are incomprehensible, self-contradictory, or obviously fatal if adhered to, and side-missions (such as Mandatory Bonus Duties) that conflict with the main mission. They are issued equipment that is uniformly dangerous, faulty, or "experimental" (i.e., almost certainly dangerous and faulty). Additionally, each player character is generally an unregistered mutant and a secret society member (which are both termination offenses in Alpha Complex), and has a hidden agenda separate from the group's goals, often involving stealing from or killing teammates. Thus, missions often turn into a comedy of errors, as everyone on the team seeks to double-cross everyone else while keeping their own secrets. The game's manual encourages suspicion between players, offering several tips on how to make the gameplay as paranoid as possible.

    Every player's character is assigned six clones, known as a six-pack, which are used to replace the preceding clone upon his or her death. The game lacks a conventional health system; most wounds the player characters can suffer are assumed to be fatal. As a result, Paranoia allows characters to be routinely killed, yet the player can continue instead of leaving the game. This easy spending of clones tends to lead to frequent firefights, gruesome slapstick, and the horrible yet humorous demise of most if not all of the player character's clone family. Additional clones can be purchased if one gains sufficient favour with the Computer.

    The Paranoia rulebook is unusual in a number of ways; demonstrating any knowledge of the rules is forbidden, and most of the rulebook is written in an easy, conversational tone that often makes fun of the players and their characters, while occasionally taking digs at other notable role-playing games.




    Colony Ship: A Post-Earth Role Playing Game by Iron Tower Studio, developers of The Age of Decadence and Dungeon Rats.

    Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices alone will determine who your friends and enemies are.

    The Ship was launched by a neo-Christian conglomerate dedicated to establishing a religious colony on a distant world. The original fifty thousand passengers, the so-called First Generation, were true believers in the Mission. They sacrificed whatever lives they had on Earth and demanded strict obedience to the laws of God and the Ship from their children.

    Unfortunately, the generations that followed lacked their forebears’ fervent will to sacrifice. Dissatisfaction led to open revolt against the authorities, called the Mutiny, and the mutiny metastasized into a civil war. While the mutineers dealt a decisive blow to the old order, they did not eradicate it completely. When the fires died and the smoke finally dissipated, three factions emerged from the wreckage of the old order: the Protectors of the Mission, The Brotherhood of Liberty, and the Church of the Elect, each of them promising their own version of the future.

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      #17
      I didn't know there was a Paranoia game coming. I loved that a few decades ago and still have some of the old rulebooks and modules buried in a box somewhere.

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        #18
        Redwall was/is a wonderful book.

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