Let me preface this with stating I LOVED the first edition of the Paranoia RPG. I GM'ed it many a time, dragging my group through note passing slugfests, numerous clone deaths, general mayhem and lots of laughs. Even more then that, I enjoyed reading the material. Most of it was just damn fun to read.
InvaderZ reminds me of Paranoia in many ways, and not just the use of clones. It most certainly is made to be played for laughs, sorta a "beer & pretzels" RPG. Reading it has been a blast, and I expect running it would be too, but I have some quibbles.
I'm not going to complain that the PDF wasn't spruced up with hyper-texting or such, as it's only $1.99 for 118 pages. It would, however, been nice to have a table of contents. It's a pain to flip thru a PDF, especially when you don't know where you are trying to flip to. The character generation rules are tucked somewhere in the middle, and it took me a bit to find the task resolution bits and pieces. I like to jump around as a reader, even my first read thru, and this was made difficult without a table ot contents or an index.
All that aside, if it plays have as well as it read, this would be a blast to run at a convention or a Game Day (one off) type of real life setting. Fast paced and funny. Just isn't so fast to navigate the PDF.
Kingdoms of Kalamar Player's Guide (2002) - From the web: The Player's Guide expands on and adds depth to the information presented in the Kingdoms of Kalamar Campaign Setting Sourcebook regarding ...
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