Delivery
Our tabletop games are no stranger to the delivery quest itself. Take this MacGuffin to that volcano and throw it in. No bonus if you make it there and don’t throw it in. No, you can’t ride the eagles there, but maybe we’ll send them to pick you up. Snark aside, taking things from one place to another safely is a major job for many adventurers. The general premise of a delivery is a bit different than your standard MacGuffin quest, though. In Paperboy you have to at least attempt to make multiple deliveries. Certainly, settlers in both fantasy and sci-fi games are going to need supplies of sort or another. While you could absolutely make the trip a one-stop visit to some sort of common depot for these people, you can also make it individual stops to hand out portions of a supply or different items. This presents more locations where events can take place, more options for payments, and more places to pick up questions or story hooks.
In contrast to the standard delivery, we have Paperboy’s darker side. The part that makes you more of a punk kid than some sort of paper-delivering hero. (And doesn't he look meaner in the pallate-swapped European box art?) We’re speaking, of course, of the "non-subscribers" - the people who don’t want your delivery, whether because they never signed up or because you failed in your duties on a previous delivery day. Whatever the reason, in Paperboy they’re your enemy, allowing you to gain points by smashing their windows. Adventurers in your campaigns might be picky in their quest choices at your table top (unless you’re railroading them) but it can be hard to be choosy at lower levels. That being said, not every quest giver is necessarily one with scruples - even if they’re supplying for those in need. They might be a less than benevolent ruler, some sort of warlord, or a leader of organized crime in your setting. Your players may not even realize this at first and end up with a quest to "convince" those "non-subscribers" that aren't already getting deliveries that they'll need to sign up for a "subscription."
Hazards
The game of Paperboy itself isn’t just a simple paper-throwing joy ride down the street. There are numerous obstacles to dodge. In numerous game sessions of my youth, many a high score run was ended prematurely by construction workers, other kids, pets, traffic, runaway lawn mowers, and other oddities. (Tiny tornadoes? Really? What kind of fever dream was this game?) All of this is to say that you should give yourself permission to include more mundane threats and obstacles during your heroes' quests. Roads blocked by avalanches or trees felled by summer storms, travelers with broken axles on their carts needing help, angry swarms of bees, wild dogs who won’t leave them alone right away, Halloween decorations come to life (or was it Death itself?), hyperspace bypasses under construction... Just about any mundane thing could lead to an interesting player interaction.
Bonus Level
In any video game, especially those of that era, can get pretty wild. If the main action in Paperboy is like a fever dream, the bonus levels are downright hallucinatory. I imagine the "training course" is intended to simulate some sort of surreal M. C. Escher skate park. You’d think a training mode would be just that, a tutorial at the start of the game, not some nightmare obstacle course to close out the level. Including a "training mode" is a bit different in a tabletop game. It isn’t a stretch, though, to include something lik,e a holodeck program or magic courtyard where your players can ‘"safely" try out new powers, spells, skills, or abilities. If you’re not interested in providing a space for that, consider having a session or two now and again that serves as a "Battle Royale" with cheese or test skirmish. Something that doesn’t carry over into the main game, but still allows your players to test out different ideas without risking supplies or their characters' safety.
Perhaps newspapers are all but dead, but the spirit of Paperboy lives on in our games. Even if we never got an official remake beyond the weird 3D version on the N64, there's still a little bit of it in all subsequent biking games (even if we're still waiting for a home version of those handlebar controls). Think of Paperboy any time you consider a delivery quest (especially if it's a multi-step process), maybe throw in a common everyday hazard or two, and possibly even a "bonus level" for your players to get used to their characters as they grow and develop. Until next week folks, enjoy your papers, your dice, and your tables.
- A
Send questions, comments, and PTSD therapy bills for the C64 version to neversaydice20@gmail.com.


