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Don't Take Your Laser to Town

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called this a "fast-moving adventure that fairly rips along", but noted that "at times it moves too fast for its own good, with staging and GM tips suffering slightly in the process." Bambra thought it was "a fun supplement, but it lacks the unique charm which characterized earlier
244: 78:) that takes place in the WST Sector, where the outlaw Black Bot menaces the townsfolk; the adventure uses many cliches and historical personalities of the 217: 18: 164: 239: 36: 132:
did well commercially, the uneven humor of the early '90s and the metaplot issues would eventually doom the line."
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in 1988 for the light-hearted dystopian post-apocalyptic science fiction role-playing game
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is an adventure scenario intended for Yellow Clearance troubleshooters (
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adventures to do well commercially, saying, "Though some post-
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Heroic Worlds: A History and Guide to Role-Playing Games
105:adventures." He concluded, "While not first class, 245:Role-playing game supplements introduced in 1988 8: 109:will certainly keep your clones amused." 141: 183:(April 1989). "Role-playing reviews". 51:is a 32-page book that was written by 7: 147: 145: 14: 206:Designers & Dragons: The '80s 159:. Prometheus Books. p. 353. 114:Designers & Dragons: The '80s 130:Alice through the Mirrorshades 1: 126:Don't Take Your Laser to Town 107:Don't Take Your Laser to Town 90:In the April 1989 edition of 72:Don't Take Your Laser to Town 49:Don't Take Your Laser to Town 30:is an adventure published by 27:Don't Take Your Laser to Town 124:releases like the pre-crash 204:Shannon Appelcline (2014). 128:(1988) and the time travel 261: 22: 21: 210:Evil Hat Productions 240:Paranoia adventures 59:, and published by 44:Publication history 23: 219:978-1-61317-081-6 112:In the 2007 book 76:player characters 252: 224: 223: 201: 195: 194: 177: 171: 170: 153:Schick, Lawrence 149: 260: 259: 255: 254: 253: 251: 250: 249: 230: 229: 228: 227: 220: 203: 202: 198: 179: 178: 174: 167: 151: 150: 143: 138: 88: 69: 57:Vern C. Hargett 46: 12: 11: 5: 258: 256: 248: 247: 242: 232: 231: 226: 225: 218: 196: 172: 165: 140: 139: 137: 134: 96:(Issue #144), 87: 84: 68: 65: 61:West End Games 53:Malcolm Mouris 45: 42: 32:West End Games 13: 10: 9: 6: 4: 3: 2: 257: 246: 243: 241: 238: 237: 235: 221: 215: 211: 207: 200: 197: 192: 188: 187: 182: 176: 173: 168: 166:0-87975-653-5 162: 158: 154: 148: 146: 142: 135: 133: 131: 127: 123: 119: 115: 110: 108: 104: 99: 95: 94: 85: 83: 81: 77: 73: 66: 64: 62: 58: 54: 50: 43: 41: 39: 38: 33: 29: 28: 20: 16: 205: 199: 184: 181:Rolston, Ken 175: 156: 129: 125: 117: 113: 111: 106: 102: 91: 89: 71: 70: 67:Plot summary 48: 47: 35: 26: 25: 24: 15: 234:Categories 136:References 98:Jim Bambra 191:TSR, Inc. 86:Reception 80:Wild West 63:in 1988. 155:(1991). 118:Paranoia 103:Paranoia 37:Paranoia 189:(144). 122:Rolston 82:genre. 216:  186:Dragon 163:  93:Dragon 193:: 45. 214:ISBN 161:ISBN 55:and 236:: 212:. 208:. 144:^ 40:. 222:. 169:.

Index


West End Games
Paranoia
Malcolm Mouris
Vern C. Hargett
West End Games
player characters
Wild West
Dragon
Jim Bambra
Rolston


Schick, Lawrence
ISBN
0-87975-653-5
Rolston, Ken
Dragon
TSR, Inc.
Evil Hat Productions
ISBN
978-1-61317-081-6
Categories
Paranoia adventures
Role-playing game supplements introduced in 1988

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