We’ve got Paranoia… we’re just too old and wise to play it. It is, as you say, an anti-game. Many years later I now realise that the rulebook for Paranoia was really just a massive joke. It wasn’t meant to be actually seriously played; it is a collection of every bad idea in games design in a very cleverly written and funny, well-thought-out rulebook.
In CoC I current play a “minder” with an eyepatch called Blott, who looks after an arrogant, carousing, self-centered, debauched and largely disinterested nob who has been largely disinherited by his aristocratic father. Great fun. Previously I played a detective called Sam Slade who resolutely refused to believe in the existence of anything remotely paranormal. Well, to begin with We tend towards doing this sort of thing in CoC because there’s no other way to really change or differentiate a character. Without the constant dripfeed of advancement (there IS advancement, but it is excruciatingly slow and actually has a negative feedback mechanism) we instead build on our character’s personalities, goals, and motivations, rather than mindlessly whacking the button hoping for another pellet of cocaine.
Cas