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> Agent Smith Army problem, How to keep Shadowrun street level
DataStream
post Aug 31 2007, 04:44 PM
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This solution doesn't do much for the IC army aspect but as for Agent Smith....

If we assume AS attacks are over kill for hacking a PAN, then any network that an AS army tries to hack has to go through the first node of a network connected to the matrix. When the AS army enters this node the added traffic has to be noticed alerting someone on the security side. Why not then have the node shut down? This doesn't effect nodes operating on the network behind the matrix node or compromise their security at all. It also limits any damage a AS army could do because they lack the ability to change physical location and try to jump into a different node. At this point security knows they have a missive assault attempt on the public node and begin tracking down the sources of the DDoS attack, landing the hacker in some serious trouble. Yes the corp has to route traffic to another network to support remote users but as the AS army follows this increases their chances of being traced and taken care of.
Agent Smith armies are not a subtle way to hack and really run counter to what I image the goals of a Shadowrunning hacker to be. If the goal is to shut down matrix service and a hacker is willing to invest the time and money into the creation of an Agent Smith army then I say bring it on. They should be prepared for the IC army counter and a gloriously fought Lord of the Rings style showdown! One comlink to rule them all :spin:
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laughingowl
post Sep 1 2007, 01:14 AM
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QUOTE (Prime Mover)
IC Operates on the Node it's in as per RAW so no army there, Sprites are pretty limited unless you bring an army of Techno's. So BIG problem is simply Agents. Why not a simple solution that clicks easily into existing rules, no waveing it off or creating whole new set of rules.

Simply limit number of Agents that can run independent on a Node equal to Nodes system rating. (This can simply be a matter of way Nodes hardware is set up and wouldnt effect *search functions.)

*Would still allow agents in AR to use basic common search functions on public Nodes without the penalty as described RAW

Example: Node with System of 5 would let five Agents running on there own Comms or the hackers comm be active in the Node. This would'nt effect agents running on Node in question which would degrade Response as normal.


Sound reasonable?

Only problem prime mover then every 'secure' node the corp would have sytem rating agents watching the node, and 'others' couldn't use agents at alll (since node already has its limit).

I really thing the simplest solution so far is the 'one copy' of a agent per node.

Whether you say:

Identical code, identical response, 1 or 1 million agents if they doing exactly the same thing don't do it any different... so no additional affect...

or

After multiple crashes, self-replicating AI are the bane of every computer system, and the 'matirx' is currently designed to absolutely deny self-replicating code, which identical cracked copies of an agent will get flagged as.

Personally I like the later, and think I would go so far as that at the hardware level, processors will totally crash the code of anything that appears to be a self-replicating AI.

Thus the instant two (identical) agents are present in the same node, they both isntantly and complete crash / go offlien / die.

This makes a whole another type of paydata, of 'stealing' copies of a corps Agents....

Hacking Fuchi (yes I know they dont exist) ... see that horde of agents coming to scramble you / track you....

Pull out you trusting bag of goodies and start releasing your own 'Fuchi cloned AIs' and watch and see how many you can get to self-destruct....

It totally stops the agent smith problem...

Still allows agents to be very valuable, and still allows agents to be 'cracked' but now there is a solid reason why everyone is not cracking and sharing (agents atleast)....

Since they more copies you share (and other then re-share) the greater the chance of your agent going poof, when you need it as it runs across a duplicate of itself....


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Cthulhudreams
post Sep 1 2007, 04:36 AM
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QUOTE (cx2 @ Aug 31 2007, 10:44 AM)
I don't think having security hackers chase a PC hacker if they're utterly spamming out the system, or at least freezing their link as close to the course as possible, is striking down a player with GM fiat. Using an army of agents is about as subtle in the matrix as a squadron of Rotodrones with AK97s flying around a busy shopping centre is in the meat world, why wouldn't somebody intervene? If not the company that runs that link getting mad and trying to keep their system from being slowed and bringing a portion of the local matrix to a near stand still then maybe law enforcement intentionally trying to stop this type of attack.

I also like the anti-replicating code idea. Either, or even both, are plausible.

I don't know about you, but in my game corps are entirely willing to use a squadron of rotodrones with machine guns to defend important facilities.

This is one of those awesome problems that slices both ways, so any fix has to work for both the lower powered 'hacker on the street' and Ares. So ARES is going to have agents akimbo.

Which is also why the 'no two copies in the same node' solution doesn't really work, because agents source code will be running on some node in Area' data fortess so no-one will be able to capture them, and they will have lots of them, and then just spam them out in battalion sized units. As a hacker you don't have the money to run enough agent clones to destory that man spammed dudes, so you are going to lose hardcore if you so much as think about hacking a corporate node. Thus banning hackers.

If you believe it is possible to can capture their code without going to ares most secure facility on the planet, the rules are stupid on another count. EVERYONE is going to have agent honeypots that are linked up to a network, waiting for an agent to show up, then they pull all the plugs.

WEeeee, we now have an agent to copy.

Thats kinda weird and doesn't really fit the themes to me, YMMV

If you identify agents as the same by their rating, then every corp node on the planet is going to have a rating 6,5,4,3 agent running on them, doing double duty as ICE. And if one goes down it is instantly run again by the node. Which also has rating 1 & 2 in the databanks to run if things start getting out of hand.

Unhackable security! hurrah!

But those are the reasons I don't think controlling by number of nodes will work, and why I think both the 'abstracted service' and 'requires a BRAINZ to run' are both better solutions.
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hobgoblin
post Sep 1 2007, 04:43 AM
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did anyone poke a look at mye quick corp host writeup that i did?

edit:

heh, it had already dropped of the first page. talk about lack of interest.
here is the url, just for kicks:
http://forums.dumpshock.com/index.php?showtopic=18863
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Kremlin KOA
post Jan 7 2008, 05:40 PM
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thr true irony of this is that the agent smith 'problem' is almost identical to one of the most common real life hacking methods the DDOS

the major difference is that the bots doing the DDOS are much less intelligent than the ones in SR
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Riley37
post Jan 7 2008, 11:46 PM
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There's the Matrix in the sense of the large number of interconnected nodes, in more or less the same way that the World Wide Web involves lots of interconnected computers (and arpanet did long ago on a different scale). However, whatever matrix rules you use, ought to also be viable if two people on an isolated facility in Antarctica hook up their two comlinks and one of them tries to access the other's private diary. Or if one of them has a stack of comlinks and tries the same. Or if one of them custom-builds a comlink that doesn't have the "standard" built-in limitations.

It seems strained at best to rule that it's impossible to type orders into a stack of comlinks, each running an agent or two. Ruling that most systems are designed to detect self-replicating AI, and designed to send an alert then shut down when they detect AS, is reasonably plausible. So a hacker with AS can trigger shutdowns, but can't usefully change or copy a well-secured system's data with AS.
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Cthulhudreams
post Jan 7 2008, 11:59 PM
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I've just been making a higher powered character that is my want for a game on the boards here, and i've noticed that the agent smith problem is in fact far more low key an insidious in addition to the huge over the top stuff here.

For example, just one agent is as good a hacker than my logic 9 character, and each of the guys drones throw 8 dice for electronic warfare, pretty much by accident.
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Hank
post Jan 12 2008, 01:23 AM
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There's always the simplest solution: no agents.

It makes sense, from my perspective. IC costs the same as an agent, but must be immensly simpler to code. Their orders are:
1) Find something that doesn't belong.
2) Kill it.

Agents have a much tougher job...they have to perform whatever random task they are assigned. It's easy to imagine that such a program would simply be impossible to code.
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FrankTrollman
post Jan 12 2008, 02:32 AM
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The Hackastack is a problem related to but distinct from Agent Smith.

Simply, you can hack in complete AR, meaning that there's no actual connection between you and the computer you are using to hack with. So you can simply have multiple personas in the Matrix. Each commlink you have in the hackastack has the same relationship with you as the one you are "supposed" to use, so it should work normally.

What this means is that Black IC is completely meaningless to you because you've chosen to not allow a direct connection between your brain and the commlink (so you can't take any damage). And also that Matrix damage is pretty unimportant as well since getting your persona crashed would just make you switch to the next commlink in the hackastack (which isn't even an acion, because the other commlinks are already operational).

-Frank
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Feshy
post Jan 12 2008, 03:10 AM
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I don't recall any text that says that a matrix program has a single "whole" icon.

I could easily abstract a rating 5 IC as a pair of wolves, or a horde of rats.

Likewise, having a half dozen agents storm a node should be abstracted as the rating of the original agent. My justification for this is that the agent's rating takes into account its ability to cooperate with itself and other programs. Loading multiple copies of an agent is just throwing more of your hardware resources into the same algoritm -- the game abstracts anything that can use higher rating hardware as a higher rating program. Plus, having 10 identical programs works nowadays because of denial of service -- but in an age of "unlimited" bandwidth, there is no such thing as a DoS attack. Instead, you have 10 programs all attempting to access the exact same weakness on your own icon, and all with the same identical weaknesses on their own icons. It shouldn't add anything to use more than one.

My problem with Agents is that the default starting agent (rating 4) is nearly as capable as the typical default starting hacker (Electronics Group 4 / Hacking Group 4), and costs far less in BP. Edge is the only difference. (Incidentally, agents also make hacking skillsofts useless! You can just use an agent instead, and it'll cost less too!)
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kzt
post Jan 12 2008, 06:54 AM
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10 agents attacking a node is identical to having 10 individual human hackers attacking the node. Agents work like people, and they are expert systems able to do a very good job at whatever they are designed to do. If you want to assume that only one hacker can attack a node at once, I'll suggest that KE will offer a hacking service in which one totally useless incompetent hacker will attack all their subscribers 24x7x365 to keep out the competent hackers.
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Ryu
post Jan 12 2008, 10:38 AM
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That is the very problem - the agent is not really limited compared to its controlling hacker. Until the hacker gets augmented, it will easily have better dicepools. And it offers deniability.

The brain computing idea of Frank is a neat approach, requiring a connection to the users brain. This can also be used to limit the number of agents (mechanic for bound spirits essentially).

Then you need to remove the advantages a rating 6 agent has over moderate hackers. That can be done by making any agent use the hackers skills, as we just mandated a connection to the users brain anyway. Now it is an agent of your brain, and technomancer sprites have some advantage in that they can go independant if need be. If one cares about TMs.

Then you need to say that teamwork tests are beyond the coordinative capabilities of the agents and you are done. A few, usually one, agents per user, abilities scale with the users power level (mages get that all the time), high-end advantage for the hacker due to augmentations.
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Blade
post Jan 12 2008, 12:56 PM
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If anyone's interested, I've got some house rules trying to stay close to the canon while expanding both fluff and rules. There are some fixes for Agent Smith (actually there are rules for doing an Agent Smith attack) and Hackastack and other troubles.

I've been working on the Matrix nearly since SR4 came out, so these aren't just quick and dirty fixes (I hope).

Here they are, just be sure to check page 2 as it has some more details and rules:
http://forums.dumpshock.com/index.php?show...opic=19782&st=0
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FrankTrollman
post Jan 12 2008, 01:07 PM
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Blade, your system doesn't fix Agent Smith at all.

Remember what Cthulhudreams said about the subtlety of the Agent Smith problem? Where he could run electronic warfare on his drones and outmatch all but the most powerful hackers with each and every walking toaster in his van? Where his death agents were rolling more dice than most characters could have? Right, the only thing your rules do to agent attacks is to give defending systems the ability to arbitrarily jack their hacking defense up to infinity if "too many" hack attacks go on simultaneously, which neatly stops the one hundred billion Agents problem.

But it doesn't do shit to the four Agents problem, which is just as game destroying.

Also, giving people the ability to jack their hack defenses up to infinity under any circumstances is really obviously bad precedent in a game where hack attacks used by player characters are supposed to accomplish something.

-Frank
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Blade
post Jan 12 2008, 01:13 PM
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Thanks for your opinion Frank. But next time please make sure you read and understand everything before posting it because your reply has little to no relationship with my system.
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FrankTrollman
post Jan 12 2008, 01:21 PM
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QUOTE (Blade)
Thanks for your opinion Frank. But next time please make sure you read and understand everything before posting it because your reply has little to no relationship with my system.

Th flavor text you keep writing and rewriting about how making agents behave (game mechanically) exactly like hackers is "hard" and people "don't like you to do it" means precisely nothing. Because it's just flavor text!

You can write flavor text like that as much as you want. You can write long paragraphs about how not many people are doing it, and it doesn't mean a thing, because the rules haven't actually changed.

Your actual statements are: "As explained previously, programming an agent that can act the same way a persona does (running on another node) means bypassing a lot of protections hardcoded in the Matrix protocols, making it extremely difficult. The data on the Matrix protocols is hard to get (and prone to attract attention from cyberpolice) and reverse engineering is long and strenuous. "

And um... so fucking what? Yeah, I'm sure it's really hard to do that. Or something. But it doesn't matter because game mechanically you still just plonk down a couple grand and start the game with one at Rating 4. You haven't changed any actual rules and have in fact stated explicitly that it is possible.

You've written flavor that people don't break the game. You haven't actually written a system that isn't broken.

-Frank
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Blade
post Jan 12 2008, 01:55 PM
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I'm impressed by your inability to divert a bit from your mindset.

Agents you buy at the start of the game ARE NOT independant agents. So you can spend as much BP you want you won't get any independant agent because they're not for sale anywhere.

On page 2, there's something about independant agent swarm that explains how it works to get an independant agent: it's exactly as getting hold of a Nuke or a Thor system.
There are no rules in SR4 for getting a nuke, they aren't in any equipement list and there are flavor explanations (well actually there aren't but I guess that a little bit of common sense should be enough) to why it's the case.
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Stahlseele
post Jan 12 2008, 01:59 PM
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QUOTE
There are no rules in SR4 for getting a nuke, they aren't in any equipement list and there are flavor explanations (well actually there aren't but I guess that a little bit of common sense should be enough)

closest as far as i know is the part about the EMP in the System Failure Book i think . .
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FrankTrollman
post Jan 12 2008, 02:24 PM
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The nature of the hackastack problem is such that you can't solve things with restrictive agent protocols. It's literally impossible.

A "Persona" in this case can be generated by me holding a commlink and pressing buttons on it. And therefore it can be generated by a crawler drone holding the same commlink and pressing the same buttons. And therefore it can be generated by a computer program which tells the commlink that the same buttons have been pushed.

As long as "I" am distinct from "My Persona" on the Matrix through an actual air gap. So long as that is even theoretically possible, the Aget Smith paradox exists.

And all the stuff about the limits of how Agents can interact with things doesn't mean anything at all because they can launder their existence through an air gap and then it's back to buttons being pushed - same as any human hacker pressing the same buttons.

---

It is not conceptually workable. All your tirades on the subject are just obfuscation. All your base are belong to us. Us in this case is 12 - or even two - aztechnology crawlers with a Pilot Rating of 6. Caps on how many login attempts can be made don't fix the problem. Limitations on direct agency effects don't fix the problem. So long as equipment on a shelf can make a series of attempts to crack a system which are in aggregate more likely to succeed than a single character with massive BP expenditure in Matrix Know How, the matrix specialist archetype is dead.

And despite weasel words like "The problem of that method is that due to the difficulty for an independant agent to exploit a node (see opening post), there's a good probability of failure." - the rules don't back up your assertions. You may have convinced your players to not try to break the game - but you haven't made the game not be broken.

-Frank
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Blade
post Jan 12 2008, 02:29 PM
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Actually this is also covered, but if you won't read (or understand, or accept , or whatever your problem is) it, I won't lose my time explaining things to you.
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FrankTrollman
post Jan 12 2008, 02:44 PM
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Forcing people to purchase fake sins for extra commlinks does not do what you think it does. And since all your rebuttals are just "Nuh-uh!" and "Why don't you read!" then I can't say that I am terribly sorry that you are giving up on this conversation. We aren't really having a conversation. I'm pointing out structural flaws and you're pretending they don't exist and not explaining your position in the slightest.

-Frank
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bjorn
post Jan 12 2008, 03:04 PM
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QUOTE (FrankTrollman)
And despite weasel words like "The problem of that method is that due to the difficulty for an independant agent to exploit a node (see opening post), there's a good probability of failure." - the rules don't back up your assertions. You may have convinced your players to not try to break the game - but you haven't made the game not be broken.

-Frank

Frank, I'm not trying to start a fight, but what P&P RPG is not broken? Even the 'Game-that-shall-not-be-named' is broken in a ton of ways. Is it not the job of the players and the GM to agree not to break the game?

I am the hacker in my game and I also know the rules the best. I could hack circles around my GM without even using the Agent Smith army, but I would never do that because that would be the last time we would ever play SR.
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Blade
post Jan 12 2008, 03:09 PM
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Ok, if insist:

1. Independant agents are just like Matrix nukes. It's hard to get one, it's hard to build one yourself and it's highly dangerous to do either. That's why there are as many rules covering independant agents as there are rules covering nuclear weapons.

2. Using a drone to control a persona is asking an agent to control a persona. So it's exactly as having an independant agent. So it'll be blocked by the security protocols of the Matrix. I don't explain what they are, because if I knew how to check if a user is an advanced agent or a human, I wouldn't be writing this but selling the ultimate Captcha solution. Anyway, what's important is that there are security features in the Matrix that prevent agents from accessing the Matrix as personas, and it will also apply to drones accessing the matrix because it's exactly the same thing.

3.
QUOTE
And despite weasel words like "The problem of that method is that due to the difficulty for an independant agent to exploit a node (see opening post), there's a good probability of failure." - the rules don't back up your assertions.


Yeah, you mean there's nothing like:
QUOTE
Accordingly, hacking agents have a -2 modifier when trying to exploit a node, and a -2 modifier when trying to evade removal when detected. If the agent isn’t up-to-date, another -2 modifier can apply.

or like:
QUOTE
When an alarm is trigged all connected agents are scanned with the alert bonus. All agents trying to load themselves on the node or exploit the node afterwards will suffer the alert penalty. Most of the time the alert will also trigger track attempts.


4. I don't force people to purchase extra fake sins for extra commlinks. I even wrote:
QUOTE
Of course, it's still possible for hackers to get someone else's commcode, to hack the database to get one or to get a commcode from some illegal Matrix service provider.

So when I see you saying that I think I can solve the problem by forcing people to buy fake SINs, I'm really questionning the attention you gave to my text.
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FrankTrollman
post Jan 12 2008, 03:40 PM
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QUOTE
I don't explain what they are, because if I knew how to check if a user is an advanced agent or a human, I wouldn't be writing this but selling the ultimate Captcha solution.


That's the core problem of your material. I doesn't explain how anything works. I understand that it's all based on super science and super math, but it's also a story frame work. The players and the game master are supposed to tell stories in the world, it's not just a computer game. It's supposed to be open ended and your system is not.

It hinges on omnipresent Matrix enforcement throwing a cement cow at people if they have buttons pressed by a drone, but not if the same buttons are pressed in the same order by a human hand, and not if the same buttons are pressed in the same order by a cybernetic hand attached to a human. And for that matter, not if the drone pressing the buttons is being directly controlled by a human at the time.

You are having information flow one way across empty space and not flowing the other way. It doesn't make any sense. The leaps of faith you are asking are frankly inane. It's a bad, I'd even say unsalvagable system. The closer we look at it the worse it works.

QUOTE
Frank, I'm not trying to start a fight, but what P&P RPG is not broken? Even the 'Game-that-shall-not-be-named' is broken in a ton of ways. Is it not the job of the players and the GM to agree not to break the game?


Oh, D&D is full of abusive power loops. "More Wishes," "Phoenix Duplication," "Balor Mining," "Reawakening," "Free Vacation," and so on. Far more game destroying nonsense than ever graced the pages of Shadowrun. Shadowrun has at present only a couple of truly broken things in it. I mean it has stuff I don't like (skills are overpriced, the karma/bp exchange rate is variable, toxic traditions aren't actually playable without GM fiat, poisons are too deadly, and so on), but the only stuff in it which is actually game unravelling is:
  • Agent Smith
  • Bloodzilla
  • Dropout

And that's it. Agent Smith is the thing where hackers are replaceable entirely with equipment (rendering the archtype nonfunctional). Bloodzilla is the thing where a blood spirit can walk into a special ed class and walk out more powerful than any great dragon. And Dropout is the thing where you need to choose to allow people to hack you so you can just choose to not allow hackers in at all (rendering the entire Matrix subsystem worthless).

Hackastack isn't specifically a problem at all, it just happens to be defined in such a manner that Agent Smith and Dropout happen. Theoretically I suppose you could have hackastack running and have that not be a problem (with a different Matrix metaphor which assumed that everyone was throwing around thousands of agents and hacking skills involved managing Hackastacks rather than directly doing anything).

Point is that simply agreeing between the players and the game master to not destroy the game is the simplest and most effective way to keep a game from breaking (so long as everyone involved knows how the game can be broken ahead of time so that they don't break it on accident). But it's the worst solution for the game, since in abstract the game is still broken and everyone who doesn't know what the tricks are is in constant danger of breaking the game on accident with whatever holes happen to exist.

And Blade's basic statement is that despite having written a seven thousand, six hundred word essay on the subject, he still basically falls back to asking nicely for people to not use Agent Smith or Dropout. There's nothing there except some ruminations on difficulty and detente for why it isn't used. By his own admission Blade has no idea how the system works. As a result we can't extrapolate what the system would do if people did the unsual or clever things that player characters actually do.

-Frank
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Blade
post Jan 12 2008, 04:09 PM
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QUOTE (FrankTrollman)
That's the core problem of your material. I doesn't explain how anything works.

Ha ! Fraggin' Ha ! That's the Brain hacking guy speaking?

The guy who said :

QUOTE
I honestly don't "know" how it works to project information into microchips and brains that are across the room.

I also don't care.


I could attack your brain hacking rules on the exact same ground.

As for the rules not being open-ended, don't kid me. There are restrictions, as there are in real-life. Why can't I fly ? Because physically you can't. There are facts, as there are in Shadowrun, not always thoroughly explained: how does the activesoft help me do things? It has something to do with your brain. Why don't I learn how to use the skill? Because you don't.

I have a whole system, with a lot of things explained, with a lot of openings to the players. There are just a few hard facts for some elements, and you focus on one of them (you seem to love maybe because it somehow shows your "superiority") to say that my whole system is closed.

I'd like to attack your system the same way you attack mine, but I've got better things to do with my time. Maybe I'll give you a few example, though.

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