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> Problems with hacking rules
Jimmy_the_Fixer
post Jun 1 2007, 01:32 PM
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I recently ran a game wherein my friend played a horribly min-maxed hacker, and ended up taking all the game time hacking Johnsons' commlinks, and a corporate mainframe.

The rest of the group just sat there waiting for him while he rolled obcene amounts of dice, and thus I had to roll an obscene amount of dice, and it became a really boring game of yahtzee.

how have you guys dealt with the overly complicated hacking rules? I don't want to just tell him "yes" every time he wants info, and the rest of the players are tired of waiting on him.

what the hell do I do?
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Dashifen
post Jun 1 2007, 01:40 PM
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First thing to do is to stop rolling your dice and begin cashing in on the 4 dice = 1 hit ratio. So, you have 18 dice in your pool? That's 4 hits and roll the remaining two dice to see if you get 5 or 6. Granted, you might get more hits if you rolled (statistically, you would) but dividing by 4 is relatively fast and rolling two dice and looking for hits is easier/faster than doing the same for 18.

Don't force the players to do this unless they want to. I started doing it towards the end of this past school year's gaming (I work mostly with a university based gaming club so the summers are light on gaming) and I found that after a session or two, the players began to cash in dice for hits, too. Made things move along much quicker.

Then, the only way to combat over-excited characters in any format is to make sure you can shut them down at some point. Hacker wasting time doing the Johnson's commlink? Stop the hacking scene and have a waiter come over and ask for drink orders (assuming the meet is in a restaurant; other settings can be extrapolated from this example). Since your hacker is distracted by his hacking, make him roll to see if he hears the waiter. Then, the Johnson gets suspicious because here's a guy with a glassy eyed stare who hasn't contributed to the conversation very much and he's not noticing it when others talk to him .... what's he up to exactly? It's at that point when the Johnson (or whom ever the target is) might begin to actively resist the hacker, or just turn off the commlink.

And, finally, no matter what the book says, not everything is easily hackable. Maybe the Johnson uses skinlinks or doesn't have a commlink on him. Or, maybe the Johnson has an internal commlink with sensitive data while his external one is filled with seemingly important but actually useless crap. Hell, maybe the Johnson has a nice Technomancer friend who's loaned him a sprite so that he gets a little help from a semi-intelligent entity who lives in his commlink.

In other words, the easiest way to shut down someone whose hogging the limelight is either (a) to move the limelight or (b) to do something unexpected forcing the player to change tactics or stop hogging.
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toturi
post Jun 1 2007, 01:58 PM
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QUOTE (Dashifen)
And, finally, no matter what the book says, not everything is easily hackable.

If the book says everything is easily hackable, then it is. Fortunately, it doesn't. Unless the Johnson is completely new to the shadowrunning business, then he'd have some precautions to prevent hacking of his commlink. It might be anything as simple as just a good Firewall to IC or a sprite on remote service.

Remember you know your players. If throwing obstacles in their way only forces a munchkin response and aggravates the situation, then don't. If the player wants to hog the limelight, then it is better to have a talk with the player rather than forcing an ingame response.
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HappyDaze
post Jun 1 2007, 02:13 PM
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QUOTE
First thing to do is to stop rolling your dice and begin cashing in on the 4 dice = 1 hit ratio. So, you have 18 dice in your pool? That's 4 hits and roll the remaining two dice to see if you get 5 or 6. Granted, you might get more hits if you rolled (statistically, you would) but dividing by 4 is relatively fast and rolling two dice and looking for hits is easier/faster than doing the same for 18.

IIR, the rule says you divide by our and drop remainders - so 18 dice gets you 4 hits (as would any dice pool from 16-19) and you wouln't roll any dice. This is fast, but since averages say you should get 1 hit per 3 dice, my players seldom use it unless it's an unopposed task.
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deek
post Jun 1 2007, 02:20 PM
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The 4:1 trade in doesn't allow to roll the remainder...just want to clear that up. So 18 dice, per RAW, is only worth 4 successes; you don't get to roll the two "extra" dice if you invoke the trade-in.

As to the hacking situation, I have run across it as well...there is really no game mechanic to speed this up and the "waiter" suggestion, well, is a bit unrealistic because as you hacker is going through his IPs, each combat turn is only 3 seconds of game time...not a lot happens in the real world when you are going through IPs.

My suggestion would be to ask the player what his intentions are. If he is bored and just wanting to roll some dice, I'd say well, everyone else is bored with you doing what he is doing, so let's get through this meet and then the action will start. If the hacker is looking for something specific, its pretty easy to get to that point, either satisfy his desire or put an obstacle in his way, preferrably to knock him out of the comm, as opposed to causing it to take longer.

Hacking, unfortunately, bogs down gameplay unless everyone is acting in IPs...no way around it, no matter how streamlined SR4 is. But, in this instance, its more of a "player" issue, than a mechanic issue. The GM should make that clear that if he is really trying to get "useful" information, then that's ok and we just need to move through it. If he is not, then say there are other people at this table playing and they'd like a chance to interact as well...
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The Jopp
post Jun 1 2007, 02:23 PM
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Also remember that if the hacker is hacking "on the fly" then he/she will be facing simultaneous rolls. Most likely the Johnson will have a GOOD commlink with rating 5 programs and rating 4 agents. That gives a possibility to run "Analyze" with 4+ agents on the commlink at rating 4 with agents 4.

(Rating 5 response commlink can run 9 programs at rating 4 before response drops again. Agent+running program counts as 2 running programs)

That's 4+ agents AND the system itself. If the hacker has a rating 5 stealth program they need 5 successes in TOTAL. If the hacker needs 4 dicerolls to crack the firewall then each agent and system rolls its dice 4 times.

As soon as they manage to gain 5 successes then they will find the hacker. All agents switch to attack programs and pounce him when he enters.

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Dashifen
post Jun 1 2007, 02:47 PM
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RE: no rolling of remainders ...

Interesting. Well, we've all been pretty happy with rolling the remainders because it still allows for some variability in results rather than always rolling 4 hits when your pool is between 16 and 19.
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FriendoftheDork
post Jun 1 2007, 04:21 PM
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Here's a tip: Fast extended test. Basically, instead of letting the player roll his Exploit+Hacking 10 times (or however many times he has dice pool), simply allow him to roll once. If he get's no successes, he fails. Divide the threshold (say, 10 on an OK commlink) on the number of successes he got, that's how many rolls it took him to hack it.

Of course, he can't roll more times than his dice pool, so if he has 10 dice and the threshold is 11 or more, he fails if he only gets one hit in the roll.

If he succeeds, roll the opposing analyze+firwall, and multiply hits by the number of rolls the player needed. If this number equals or exceeds the player's Stealth program rating, the alarm goes off, the commlink shuts down or reboots, or attack IC come running.

The player should realize pretty soon that hacking everything is just too risky as sooner or later he will fail.
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sunnyside
post Jun 1 2007, 04:51 PM
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@Jopp I'm pretty sure when someone hacks it's just the system rolling against them. IC have analyze to find them or interogate icons once inside.

Anyway the first thing is to make sure that you're taking advantage of the streamlining of SR4 and generally hacking quick. This goes regardless of whether a player is doing it to much, hacking should be kept fast.

Remember in SR4 players don't need to know target numbers or anything, and a hacker should know what they're rolling. Often just watching out for glitches, or not getting enough hits after they've rolled as many times as their skill rating. Also I strongly advise making "shadowrun die" for hackers where you take a pen/marker and color 2's 3's and 4's the same color as the body of the die, color the 1's a different high contrast color and the 5's and 6's a third color so you just look and see what you got.

i.e. hacking should go like.

player: I want to hack the Johnsons comlink.
GM: Ok he's operating in hidden mode, have to find him in the noise
player: Rolling electronic warefare, 4 hits, 5 hits , 4 hits (they should keep going till you stop them)
GM: got it
Player: Hacking on fly, user level access, hot sim, 6 hits
GM: You're in (note that as the GM you should have rolled at least the first batch of dice for detection while the player was rolling EW since you could bet this would come up. Roll the second batch while they're rolling their second batch if needed)

That should have taken 20 seconds tops, don't lollygag when hacking.

Once inside they should again know what to roll for what they want to do so they should be rolling die while they say what they want to do. If you rule agents or spiders are checking the area out (usually don't) roll that while they're doing their thing.

Also remember that in SR4 there isn't a security sheave or subprocessors. If they get caught the system throws whatever it has at them and if what they have isn't winning typically it'll try and restart or the owner may shut down all wireless access(cutting the action short and moving on) exceptions being servers and the like, or system interested in getting a trace (which often results in the hacker logging off fast).

If they do run into IC they should also be rolling die when you say what the attack is, so you'd be rolling at the same time.



Second. Make sure you reality check what they're hacking. First the really good stuff isn't on systems accesable by the matrix. Hence all the runs inside buildings to get the data. Also if a J's comlink tells him it's gone on alert they probably immediatly turn the wireless off (meaning hacking a J's comlink will typically be over in 30 secs or less as you'll either get in and get something or get dumped). But they'll be suspicious and next time may have a friend scanning the airwaves at the meet.
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Lagomorph
post Jun 1 2007, 05:10 PM
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yeah, I agree, if your game is turning into "The hacker show". You can pause the action and say "So while he's doing blah, what are you doing?". Also, for hacks that aren't directly story important, I reduce it to 1 or 2 rolls, their hits vs firewall, if they beat firewall they get in clean, if they don't then I make a quick roll to see if they're tracked or tagged. No combat, no details, if its not important to the story or the run, don't bother with spending time on it.

I like the idea of rolling remainders, good idea. It's not the written rules, but makes it a bit more interesting.
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lunchbox311
post Jun 1 2007, 05:22 PM
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QUOTE (sunnyside @ Jun 1 2007, 11:51 AM)
Also I strongly advise making "shadowrun die" for hackers where you take a pen/marker and color 2's 3's and 4's the same color as the body of the die, color the 1's a different high contrast color and the 5's and 6's a third color so you just look and see what you got.

I have done this and it is a real life saver. Everyone else in the group loves those dice and are going to do it to theirs (or buy some they can do it to since bulk six sided dice are cheap)

It really speeds up counting hits and such.

I use black dice with white pips. Color the 2's 3's and 4's black, color the 1's red, and leave the 5's and 6's white. Count your whites and you have hits. Count reds and you have number for glitches.

It is useful for every test in the game not just hacking.
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Backgammon
post Jun 1 2007, 06:26 PM
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Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!

Don't even make the hacker roll. Tell him he breaks through the firewall 1 defences with no effort and he finds nothing of interest.

That'll cut down on your dice rolling.
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knasser
post Jun 1 2007, 07:27 PM
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QUOTE (Backgammon @ Jun 1 2007, 06:26 PM)
Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!

Don't even make the hacker roll. Tell him he breaks through the firewall 1 defences with no effort and he finds nothing of interest.

That'll cut down on your dice rolling.


Heh. I was just about to go with the exact opposite approach. If the Johnson is a professional, he is likely to have pretty good security. If he's corporate then I would expect this to include some decent IC and possibly a hacker on overwatch.

Don't forget that trying to break into your employer's commlink is very much not a friendly thing to do. I'd imagine one likely scene to be something like:

QUOTE

Hacker: I break into his commlink.
GM: The IC notices you and puts the system on alert.
Johnson (gets up): This meeting is at an end.


The other players should regard their hacker losing them a job or ally in much the same way they would if it happened through a Samurai beating them up. I would go with an ally as it has less session-ending potential, but will still drive home to them how people will act when they catch someone breaking into their personal files.

Give them a Johnson from Renraku. That corp is a world leader in security software and their Johnson would come well prepared.
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Sterling
post Jun 1 2007, 07:29 PM
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QUOTE (Backgammon)
Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!


And any Johnson who doesn't bring a vanilla, off-the-shelf commlink to the run soon finds his parent corp or organization doesn't like him anymore, so any useful blackmail or info 'Aha! He works for Aztechnology!' is swiftly countered by 'Aha! They just pulled his luxury sedan out of Puget Sound with him in it!'.

And since megacorporations have so many shell companies and have partial control of other companies, I'd wager (and in my games especially) that a Johnson could have a commlink identify him as an employee of a company with multiple ownership by the megas. Now who's calling the shots?

Hell, to go one step further, they could have a bogus commlink/SIN combo that if the run gets nasty (and it will) and the runners want revenge, they go wreak havok on the hiring corp's biggest archrival. How would that not make the Home Office happy?

I'm still debating the concept behind commlinks, I have to imagine they have a SIM card (or modern equivalent) where you keep all your relevant info (phone numbers, contact info, SIN, house access code, car access code). All the Johnson does (or is made to do) is pull his real SIM card out and insert a new generic SIM (full of false data to intentionally redirect hackers) and go out to do his hiring. If the run goes bad, the Johnson's career is on the line. He or she is not going to make a rookie-level mistake... twice.
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DireRadiant
post Jun 1 2007, 07:30 PM
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QUOTE (Backgammon)
Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!

Sometimes the Johnson really needs a team who has the wherewithal to hack the commlink on the fly and get what they need.

"Ah, you are just the people I need, your hacker will have the details, I will see you at the payoff. Congratulations and goodbye."
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mfb
post Jun 1 2007, 07:44 PM
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the quick solution to the OP's problem is to simply make sure there's nothing useful to hack until the GM wants to include some hacking-related challenges (which should be pretty frequently, since the player obviously likes hacking so much). if the hacker hacks the J's commlink, you say "okay, you get in but there's no useful information". don't bother rolling. if he attacks a tougher system, do a few rolls to see if the hacker trips any alarms before telling him "sorry, nothing good in here".

however, there's another issue, here. the OP's player appears to know the rules better than the GM, and that is never good. if the GM doesn't know the Matrix rules well, there are two options: one, cut out the Matrix from the game. disallow hacker characters, and handle Matrix stuff with NPCs. that, honestly, is a bad solution; it limits the game. which is why i would strongly recommend the second option: learn the Matrix rules. if you are the GM, and you have a player who wants to play a hacker, you need to know the rules.

and you know what? your player can help you. he wants to hack stuff, so take a few hours with him alone and let him. that will allow you, as the GM, to focus solely on learning the Matrix rules, and it will allow the player to get some of his desire to hack out of the way.
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sunnyside
post Jun 1 2007, 07:46 PM
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Personally I figure a Johnson always has a comlink. In 2070 where people use the thing constantly not having a comlink for an hour is like one of us not having net or cellphone access for a day.

However I do figure that the comlink a Johnson takes to a meeting to at least have a fake SIN on it. At least if the Johnson is meeting in neutral turf. And as such they probably are just using a rating 5 model (have to at least keep up apperances). Typical stuff on the thing would be junk but things like recent surfing messages or comcall logs might be useful.

Though having them be always useless would cut down on die rolling.
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Eleazar
post Jun 1 2007, 07:50 PM
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QUOTE (knasser @ Jun 1 2007, 02:27 PM)
QUOTE (Backgammon @ Jun 1 2007, 06:26 PM)
Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!

Don't even make the hacker roll. Tell him he breaks through the firewall 1 defences with no effort and he finds nothing of interest.

That'll cut down on your dice rolling.


Heh. I was just about to go with the exact opposite approach. If the Johnson is a professional, he is likely to have pretty good security. If he's corporate then I would expect this to include some decent IC and possibly a hacker on overwatch.

Don't forget that trying to break into your employer's commlink is very much not a friendly thing to do. I'd imagine one likely scene to be something like:

QUOTE

Hacker: I break into his commlink.
GM: The IC notices you and puts the system on alert.
Johnson (gets up): This meeting is at an end.


The other players should regard their hacker losing them a job or ally in much the same way they would if it happened through a Samurai beating them up. I would go with an ally as it has less session-ending potential, but will still drive home to them how people will act when they catch someone breaking into their personal files.

Give them a Johnson from Renraku. That corp is a world leader in security software and their Johnson would come well prepared.

Just because an IC notices you does not mean you are found out. Correct me if I am wrong, but I believe the IC would first have to successfully track you to know who it was. A Johnson is not going to immediately assume it is the hacker of the group he is looking to hire, especially since shadowruns can involve multiple interested parties that will stop at nothing to make sure they come out on top when everything is said and done. As long as the AID of the hacker is spoofed, he is not going to immediately know who it is. So, I do not think your scenario is valid.

Also, if the group is smart, the only person that shows up for the meet is the Face. There is no need to have all those socially uncouth team members, dressed liked bums you would find in the Barrens. That, and in SR4 very few people meet face to face anymore, only the old fashioned or the evil plotting Johnsons want to see you face to face for "the meet". The matrix is the main source of communication, at least that is the way the book depicts it.
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Blog
post Jun 1 2007, 07:58 PM
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It all depends on the Johnson. Some will have carry a cheap-o expendable off the shelf and have that running public.

As a GM you need to detemine the flavor of the Johnson.

Personally If I was a johnson I would have the honey-pot comlink with all this nice fake data on it and a very good tracking/stealth program. Sure the hacker at the meet may get in and poke around, but those programs will do a complete trace and therefore the johnson will KNOW the individuals that he is wanting to hire hacked him.

Wonder how long your reputation will hold when all your contacts know that you will hack them during a meeting.
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Backgammon
post Jun 1 2007, 11:26 PM
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QUOTE (DireRadiant)
Sometimes the Johnson really needs a team who has the wherewithal to hack the commlink on the fly and get what they need.

"Ah, you are just the people I need, your hacker will have the details, I will see you at the payoff. Congratulations and goodbye."

That's one scenario I thought of, and really the only one where hacking the J's commlink would do you any good. But that would only happen in the Mr. J is actually hiring a team of hackers and wants to test them that way. Remember, the Johnsons (generally) WANTS you to succeed. He's not going to hide info and if you hack him, you get a bonus, if not, too bad. This isn't a game to the Johnson.

Wether he has a cheap one he doesn't care about you hacking, a hard one just to keep up appearances, or a honey-pot one, any way you cut it, there is going to be nothing of use for you in there.

And yes, the Johnson CAN live without being connected for a few hours. Turn off your cellphone, or risk the People Who Shoot Babies In The Face in front of you discovering where they can get your family. Hmm, tough choice.

The only issue I see with Mr. J going completely unwired is the 50% upfront payment. He's going to need a live commlink to execute the wire transfer. I think a good solution to that would be to skinlink his commlink. No wireless access at all (not Hidden mode - NO WIRELESS AT ALL. Not the same.) To transfer money, you shake hands with Mr. J. Your skinlink and his skinlink network, opening a link for him to transfer funds. Of course, in that case, it would mean him having certified cred on his commlink. But that's sort of the prefered payment method for runners anyway. If he wants live cred, he will have to open a wifi connection, no way around it.

Of course, if you hack Mr. J's cred uplink and rape his bank account, you may as well just shoot Mr. J in the face and mail him back to pieces to his corp. You're declaring war either way.
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laughingowl
post Jun 1 2007, 11:31 PM
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QUOTE (Backgammon)
Why would a Johnson going to a meet with criminals carry a commlink? If he does, it sure as shit won't have anything remotely interesting in it. He's called Mr. Johnson because he's trying to be anonymous!

Don't even make the hacker roll. Tell him he breaks through the firewall 1 defences with no effort and he finds nothing of interest.

That'll cut down on your dice rolling.

Because the commlink has information he WANTS the runners to get ...

The biggest element of Intelligence Agencies are DISinformation........
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Aaron
post Jun 2 2007, 12:19 AM
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Yeah, Mr. J is going to have nothing of particular interest on his commlink, assuming he's a pro. He'll probably have a good Firewall, say 4.

No, not Big and Scary. Not 5 or 6, not unless he's Really Important. Why not? The reasons are twofold. First, the BBB implies that there is a leap between Rating 3 software and Rating 4. This mirrors the difference between consumer and professional software modernly. Assuming our Mr. J is from a megacorp (and not, say, a street gang), he's probably worth about a 4, as 5 is getting up there, and 6 is usually reserved for the big stuff (and 7 for the military and Zurich Orbital).

Second, with the way the rules are set up, I don't bother with any node (including Mr. J's) being higher than 4 unless it's backed up with patrolling IC and spiders, preferably in plural. My GM was initially annoyed with the freedom the hacker has in SR4, so the first node I encountered with my hacker (basically the one from the book) had Rating 6 everything. The result: I hacked in slow and came away with copies of a lot of Rating 6 software.

If a node is important, it should have IC and/or spiders patrolling it. Even if it doesn't, an Analyze program can be set to automatically scan, checking out every icon that accesses the commlink ("What's that icon running? Exploit? Uh-oh!").

Another thing that is often overlooked (even by me) is that just because you've found a wireless signal doesn't mean you've managed to turn it into something identifiable. Usually, sure, that's the case, but if the target is running Stealth, it can avoid being accessed or even seen in AR/VR. After all, you need to succeed in a Matrix Perception action to get a Matrix ID, and you can't access nodes without that.

So, yeah. I'd make your typical megacorp Mr. J with a commlink with a device rating 4, Analyze 4, and Stealth 4. Also, I imagine that bank transactions would require a passkey or biometric data, so I wouldn't worry about that happening.

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Serbitar
post Jun 2 2007, 01:35 AM
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Abstruse
post Jun 2 2007, 08:21 AM
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I think the best way to deal with this problem is in-character, as many people have suggested. Try to hack the commlink, the Johnson leaves immediately. Lead them on false trails, things like that.

Really want to put a stop to it? Use it to screw them over. Let him hack the commlink, go through the motions, and then feed him the entire info about the J. He works for Ares, he's authorized to pay them X, all the specifications of the mission, everything.

Because word on the street has gotten out that the hacker for their team loves to peek, the Saeder-Krupp Johnson fed him completely false info that ends up with them thinking that Ares screwed them on their run against Renraku, but it was SK pulling the strings the entire time.

However, only use that as a plot device. However, it's best honestly to just point out how completely unprofessional it is to do that. It's like the mage casting a mind probe or something like that during the meet. It's just not done.

Or you could remember that these things go both ways...while he's busy hacking the Johnson's commlink, the guy that's been tailing Mr. J to find out what team he's hiring hacks into the PC's commlink and gets all the intel on the PCs.

Basically, in the Shadowrun world, no Johnson would show up to a meet with his real, personal commlink. Those things are cheap enough to be disposable for the Johnson and he could just pick up a cheap rating 1 one at Radio Shack for the meet then toss it once it's over. Even if he did because he was stupid or overconfident, there is no possible way that sort of behavior would be tolerated and that team would get blacklisted in a hurry. The entire team would have a horrible reputation, and they'd only get the crappiest of crappy runs if not flat-out suicide missions because they would be seen as not being able to be trusted with anything more.

The Abstruse One
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Spoonfunk
post Jun 2 2007, 11:11 AM
Post #25


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First thing you do is learn the rules back and foreword.
second thing you do is analyze your player and find out his weak spots and I am not just talking about the matrix ones. What about physical, social? Next I would design a very detailed mouse trap that plays perfectly into what he is doing.
Make the johnson have some secret paydata that everyone that is an enemy in your world would kill for. Yeah I know "he's a johnson and wouldnt keep that kind of information on him"....so what Mr.Johnson can be a idiot just like the rest of us. The point is that you use it as an excuse to put the group through hell. Grind it in...make it hard punish the entire group for his fuck ups as well as him...is the DARK future right...don't play kitty cat give them a game. Give them assassins and ninja. Plant explosives under his bed but never kill him. make him hurt so much he'll think its a career and everytime they go through the ringer make one of your NPC's (the nice ones if there are any left) say something like "Man shouldn't of hacked that commlink huh" Drive the point home. If the hacker is hogging the game make the repercussions effect the entire group. Just start hurting them all as long as they are alive and have something out there to look forward to they will have fun.
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