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The Game

The DRAGON CONspiracy is a Live Action Role Playing game based in the world of Paranoia. The game will be taking place August 31 through September 2nd in Atlanta, GA as a part of Game Programming at DragonCon 2007.

DigiTribe

DigiTribe Productions is an entertainment and media production company based in Atlanta GA. Founded in 1994, DigiTribe has been involved in independent record releases, film production, interactive theatre, and other diverse media ventures.

Challenges

August 1st, 2007 by Jason Norred

The DRAGON CONspiracy uses a streamlined set of rules designed to resolve conflict quickly and with minimal GM intervention. In any situation where roleplaying can create a resolution, players are encouraged to avoid the use of the rules entirely.

Whenever there is a situation that cannot be resolved safely without rules, the conflict is handled by a standard method of trait comparison. When a challenge begins, first determine the aggressor and the defender. If there are multiple aggressors, determine the results of individual challenges and then apply the results at the same time (i.e., there is no initiative order). To resolve a challenge, aggressor and defender should both:

    1. Determine their applicable skill bonus.
    2. Add a single trait, if appropriate (if you have multiple appropriate traits, choose only one).
    3. Add the security bonus of a single piece of applicable equipment (having no applicable gear is generally treated as an Infrared (+0) bonus).
    4. Add miscellaneous bonuses, such as from equipment abilities.
Without any miscellaneous bonuses, the trait total will range from +0 (no skill, no trait, and Infrared gear) to +12 (primary skill, applicable trait, and Ultraviolet gear).

Once you have ascertained your trait total, compare it with the opposing player. After comparing traits:

    1. Hide a hand behind your back.
    2. Extend a number of fingers from 0 to 5.
    3. Present your hands simultaneously.
    4. Add the number you threw to your trait total.

Mathematically, it is useful to present a high number. However, if both you and your opponent throw the same number of fingers, you both activate a malfunction. Tear off the lowest remaining malfunction tab on the gear you used in the challenge and follow the instructions for that tab.

Once you have created a modified trait total (skill, trait, equipment, misc., and fingers), compare again. The player with the highest adjusted total wins the challenge, with ties going to the defender. For specific results (such as combat challenges), see the individual skill descriptions below.



Simple Tests

August 1st, 2007 by Jason Norred

Some situations (powers, items, or GM intervention) may call for a simple test. A simple test follows the standard procedure of presenting a number of fingers, but is not tied to a trait total. Some circumstances may use your throw for both a challenge and a simple test. To perform a simple test:

    1. Hide a hand behind your back and convince your opponent or a bystander to do likewise.
    2. Declare “odds” or “evens” (some abilities may make this decision for you)
    3. Extend a number of fingers from 0 to 5 (your opponent does likewise) and present your hands simultaneously.
    4. Total both hands, and note whether the result was a tie and whether the total was odd or even.

If you declared “odd” or “even” you win if you guessed correctly. If you were activating a specific ability, it will have notes on the results depending on if the result was odd, even, and/or a tie.