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Official development blog for the PARANOIA roleplaying game. No description is available at your security clearance. The Computer is your friend.

Monday, April 17, 2006

Ask Ken Rolston 

This weekend I'm interviewing Ken Rolston, the original PARANOIA line editor in the hmid-1980s at the game's original publisher, West End Games. Ken brought to Alpha Complex its famous irreverent tone. In addition to editing the first and best bunch of adventures, he wrote the original GM Screen RED-Clearance mini-adventures (reprinted in PARANOIA Flashbacks), HIL Sector Blues (mostly reprinted in Extreme PARANOIA), and Orcbusters (to be reprinted in the forthcoming mission collection Collapsatron).

After masterminding PARANOIA's much-loved second edition, Ken left West End. He spent a year or two resurrecting the RuneQuest line at Avalon Hill, then joined Bethesda Softworks, where he was Lead Designer on the bestselling "Elder Scrolls" computer game Morrowind and its new sequel, Oblivion. That's actually the reason for my interview, which will be published on the popular hardware site HardOCP. I'll be asking Ken all kinds of questions about Oblivion -- ideally even one or two he hasn't heard a hundred times already. For that, I could use your help.

Please post in the comments one or more questions you'd like Ken to answer. It's best if they're about Morrowind or Oblivion, but if you're burning to know something about the early days of PARANOIA, ask and I'll try to slip in a question or two. I'll post pertinently paranoid answers here.

Comments:
Did he have anything to do with CoC: Dark Corners of the Earth and knows why it seems to have been (and the consumers are being) so raped towards the end?
 
Both Morrorwind and Oblivion have a very dark, serious tone, and while both are great games, there's little humor in either. Yet under his watch, PARANOIA became hilarious and downright weird. Is the difference in tone something he did conciously? Was there a nagging inner voice saying, 'Puns! Put in more puns!'?
 
Since the most recent computer game I played was Civilization II, I'm stuck with Paranoia questions.

The one that leaps out at me is: "Will you be writing any material for the new edition of Paranoia?"

Though that might be more of a question for you, Allen Varney, instead of Ken Rolston. I was almost two years old when the first edition of Paranoia came out, so I can't ask many questions about Thee Dayes Off Yore.
 
The traditional battle between computer-based RPGs has been between the "sandbox" model and the "storybook" model. For both Morrowind and Oblivion you went with the former, even though it severely limited storyline tools in your box, such as character development and set plot progression.

How does this choice square with your previous experience designing P&P RPGs? While the "sandbox" model allows for a great deal of openness and flexibility for the player, that flexibility was not always given primacy, especially in PARANOIA. Are you upset that you have to give up the narrative aspect? Was that a purely economic/management choice, or do you think that flexibility is simply more important?
 
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