http://www.amazon.com/Paranoia-RPG-Rulebook-Allen-Varney/dp/1904854265 I do know that Paranoia changed a whole lot over the years, including the general concept. I don't know where it is right now as a game, but I do know that game conventions still schedule many Paranoia events, so it still must have a following (I haven't been to a convention myself in a number of years though so I can't speak about them). The original, basic concept involved the following (sometimes with variations): 1. The players each had 6 clones. So you start with clone 1, and if he dies, the GM comes up with a way to bring in clone 2, who has most or all of the memories of clone 1. 2. The game primarily takes place in an underground, multi-level game world known as Alpha Complex (though some adventures can bring the players above ground, etc.) 3. Alpha Complex is rules by an extremely powerful, and extremely incompetent, intelligent, yet insane computer. 4. Almost everyone knows that the computer is both incompetent and insane, but also knows that admitting that knowledge would be treasonous. Thus, no matter how stupid the decisions that the computer comes to, players are invariably going to agree with them, because otherwise the computer would probably kill them. 5. Because of the insanity of the world, everyone follows their own agendas, which are often guided by secret societies that they belong to, each with different goals. Those societies are sometimes as insane and inept as the computer. So on any different mission/adventure that the players go on, every one may be guided by different goals that they will not reveal to the other players. 6. The most treasonous of the secret socieites are the Commies (only superficial relationship to communists of our day) who strive to completely overthrow the computer. Invariably, one or all members of the team, unknown to each other, will be a communist (yes, a truly sadistic GM will make every member a secret communist, or even worse, every member but one). 7. Another thing that the computer worries about are mutations. After the big woops that drove everyone underground and created the society, mutations have been rampant. The players, as servants (aka Troubleshooters) of the computer are dedicated to killing all mutants. Unfortunately for them, every player is, himself, a mutant with a different mutant ability. If you see another player use that ability, it is your responsibility to kill that player. There's more to it than that, but that's the basic premise.