Cain
Mar 30 2006, 05:19 PM
QUOTE (Dranem) |
QUOTE (Cain @ Mar 29 2006, 02:39 PM) | And there is an "unbreakable" code in the books. The hash power of fault sprites. Which does lead to the question you're posing-- why hasn't every corporation invested in otaku as heavily as they have in mages? *Especially* with this sort of security availiable? |
Find an Otaku or Technomancer who'd be willing to work for a corp is more likely harder than actually tracking one down...
It would be like asking an atheist to work in the catholic church.
|
Who says they have to be willing? That's what P-fix chips are for
Besides which, money can be a great motivator. Offer them enough cash, they'll stay loyal enough... especially if you toss a few designer drugs into the mix, some blackmail material, a cortex bomb for him and his whole family... you get the idea. Megacorps are notorious for going to extreme lengths to preserve loyalty.
Guye Noir
Mar 30 2006, 07:00 PM
QUOTE (mdynna) |
Getting back to On the Run... here's a thought I had. Why can't the PC's totally decrypt the message? What would be so terrible about it? They'd try and sell it? The adventure already makes provisions for what would happen to the PC's should they attempt that. Otherwise, its just for their "private listening". I'm thinking this to avoid the whole mess of the "unbreakable code". |
************Warning Spoilers*********************
(how do you do that fancy spoilers clickable thingy?)
In the "What's on the Disc" section, it says that there's actually 2 layers of encryption. Once the first is broken, the second layer 'activates' and is programmed to corrupt it's own data if it's forcibly broken into without the proper key.
Actually, now that I think about it, this entire discussion about unbreakable encryption is moot, because the encryption really isn't unbreakable, it's just that your runner's wouldn't want to break it, because then they'd destroy their very valuable and one of a kind paydata.
mdynna
Mar 30 2006, 07:50 PM
I understand all about that. However, my point was: if this is possible, why can't everyone (runners, corps) create this double "death" encryption. As soon as you have something like this show up, it begs the question: why doesn't every corp put this encryption on their secure files?
Mibo
Mar 30 2006, 08:01 PM
Point. And whatever ist possible or not in Reality: SR4-rules tell me, that in that in SR cracking a code is a question of seconds. It's not good if rules tell something this way and some month later adventures tell it that way.
Gr
Mibo
Mibo
Mar 30 2006, 08:07 PM
QUOTE ("JustSix") |
Do any GMs who've run the adventure have any suggestions on ways to pique the runners' curiosity -- without seeming too much like railroading? I've read the adventure and I know that one of my players will be warning everyone that "We're uber-professionals. Don't even *stare* too hard at that disk." Suggesting that the runners actually crack or copy the disk might make him wet himself... |
I removed all that code-stuff and replaced "code" by "missing SIM-Track" As soon as Mr. J hears that the runner have the CD, he asks for a directory. Then, he tells that there are missing some SIM-tracks and offers additional 5000 Nuyen for these tracks.
Gr
Mibo
James McMurray
Mar 30 2006, 08:10 PM
mdynna: Isn't that called adata bomb?
Mibo: rules can't cover every eventuality. Standard encryption can be beaten in moments, but there is always soemthing outside the realms of the base rules. otherwise there wouldn't be sourcebooks.
Example: vehicle armor deflects attacks without a high enough DV. In a future product, Dikote gets reintroduced, and its rules allow it to bypass vehicle armor's hardening effect. Is that a bad thing? Remember, in SR terms, Dikote is pre-existing technology not covered in the base rules, and it has a history of being able to penetrate vehicular armor.
Guye Noir
Mar 30 2006, 08:19 PM
mdynna and Mibo make good points. And now that I think about it, my players will make the same exact argument.
How about this: Say the encryption can't be copied until it's cracked, and since we've already determined that it's it's uncrackable (or, at the very least, destroys itself once cracked) there is no way of effectively copying it. Unless the runners somehow find the proper key.
But that doesn't mean that creative runners and corps can't do the same thing. Considering how dangerous "proper authorization or your files are destroyed" kind of encryption is, you wouldn't want to put it on all sensitive files, just the REALLY sensitive ones. Imagine the kind of damage one forgetful secretery could unintentionally wreak on a corp that used that kind of security on all of it's private files.
Guye Noir
Mar 30 2006, 08:27 PM
QUOTE (Mibo @ Mar 30 2006, 03:07 PM) |
QUOTE ("JustSix") | Do any GMs who've run the adventure have any suggestions on ways to pique the runners' curiosity -- without seeming too much like railroading? I've read the adventure and I know that one of my players will be warning everyone that "We're uber-professionals. Don't even *stare* too hard at that disk." Suggesting that the runners actually crack or copy the disk might make him wet himself... |
I removed all that code-stuff and replaced "code" by "missing SIM-Track" As soon as Mr. J hears that the runner have the CD, he asks for a directory. Then, he tells that there are missing some SIM-tracks and offers additional 5000 Nuyen for these tracks.
Gr Mibo
|
That gives me an idea. You could say that the encryption actually removes part of the data that it's encrypting, and the key contains the removed parts. Sure, you could brute force your way through it, but that still only leaves you with part of what you want. Remove enough of the data, and the rest is meaningless.
I'm sure some uber-cryptologist has already thought of this. Splitting data into multiple parts such that each part by itself is useless without all the other parts. And then transmitting/delivering each part seperately.
EDIT: Now I remember, they did it in Mission Impossible
James McMurray
Mar 30 2006, 09:06 PM
I can't begin to count how many times I've seen (and even done) the "I mistyped my password now my account is locked out" thing. If instead of ebing locked out instead al work for the last three days was lost, corporations would grind to a halt.
mdynna
Mar 31 2006, 03:15 PM
Maybe I/we should take a step back for a moment. Guye, what was your original intention for the "uber-encryption": why was the disc encrypted in the first place? Was it to "nudge" the PC's into investigating the origin of the disc? If so, then there must be another way to get them going in that direction.
Mibo's idea about the missing SIM track is a great one, I think, as it will get even the "pure professional" Shadowrunners off in the proper direction.
winterhawk11
Mar 31 2006, 04:18 PM
QUOTE (mdynna) |
Maybe I/we should take a step back for a moment. Guye, what was your original intention for the "uber-encryption": why was the disc encrypted in the first place? Was it to "nudge" the PC's into investigating the origin of the disc? If so, then there must be another way to get them going in that direction. |
Actually, in the adventure, the purpose of the uber-encryption was to keep the PCs from cracking the disc, making copies, and brokering their own deal (or deals!) for this highly sought-after material (or being perverse and posting it to the Matrix because "music wants to be free"). Since the data is potentially worth millions, it's probably best not to make it relatively easy for a group of newbie shadowrunners to come into that kind of nuyen.

Seriously, though--show me a Shadowrun adventure, and in almost every case I'll show you someplace where you have to do a little handwaving or suspension of disbelief to get past some element of the story. Reading through the comments on this thread and adding them to the things I've been told by friends who are pretty adept at software engineering, I'm reasonably satisfied that this bit can pass without
too much handwaving.
mdynna
Mar 31 2006, 05:49 PM
QUOTE (winterhawk11 @ Mar 31 2006, 11:18 AM) |
Seriously, though--show me a Shadowrun adventure, and in almost every case I'll show you someplace where you have to do a little handwaving or suspension of disbelief to get past some element of the story. |
I guess that's what makes me sad. I think the published adventures should serve as guidelines, or examples of the way our own Shadowruns should be done. However, it seems that published adventures are more of "exceptions" than they are "rules". What I would really like to see is a book of "Classic Runs", give a solid example of a:
- Data/Prototype Steal
- Extraction
- Surveillance/Investigation
- Wilderness Excursion
- "Screwed by the Johnson"
That would be well worth it, in my opinion.
winterhawk11
Mar 31 2006, 06:07 PM
QUOTE (mdynna) |
I guess that's what makes me sad. I think the published adventures should serve as guidelines, or examples of the way our own Shadowruns should be done. However, it seems that published adventures are more of "exceptions" than they are "rules". |
I don't know that that's necessarily true. It's a fact of life that no matter how many eventualities a writer (or a group of writers/editors) try to make allowances for, once the product gets out in the wild, somebody is going to find a problem with it. A classic example is the end of "Harry Potter and the Goblet of Fire." Despite being gone over by both Rowling and most likely a whole cadre of editors, somehow the ghosts ended up coming out of Harry's wand in the wrong order. And that was a huge part of the plot of the book.
In the case of OTR, I've seen from just this thread alone that there are perfectly plausible ways to justify an uncrackable encryption (or at least one so difficult to crack without the proper key that it's not feasible for shadowrunners to do it in a relatively short timeframe). Sure, there are probably equally strong arguments against this fact, but the justifications are certainly solid enough that the entire adventure doesn't fall apart because of them.
Rotbart van Dainig
Mar 31 2006, 06:11 PM
So, basically, OTR encourages the runners to hunt down the johnson and get both disks (data & key)? Sweet.
Mibo
Apr 4 2006, 03:49 PM
QUOTE ("winterhawk11") |
Actually, in the adventure, the purpose of the uber-encryption was to keep the PCs from cracking the disc, making copies, and brokering their own deal (or deals!) for this highly sought-after material (or being perverse and posting it to the Matrix because "music wants to be free").
|
Where would be a problem with the runners doing so? The adventure contains even dialogues for that case (to be exactly, Mr-Johnson-monologues).
QUOTE |
Since the data is potentially worth millions, it's probably best not to make it relatively easy for a group of newbie shadowrunners to come into that kind of nuyen.
|
Best way in my opinion to prevent that would be not introducing a many-million-dolllars-decvice in a adventure for newbies.
QUOTE |
Reading through the comments on this thread and adding them to the things I've been told by friends who are pretty adept at software engineering, I'm reasonably satisfied that this bit can pass without too much handwaving. |
I do need quite a lot of handwaving to explain how a second-class music studio gets hold on a uber-code. And the question is not "would such a code be possible in reality" but "Is ist possible in SR4". And there, the new rule-book tells me: no.
Gr
Mibo
mdynna
Apr 4 2006, 04:37 PM
I think a better angle than the "super-encryption" would be the "super-old". Say the disc's SIM tracks are encoded using a very old technique that only works with these really old discs. Not only do the PCs need an ancient reader, but they need an ancient reader configured with the right "code" to unlock the SIM tracks.
When I read the summary/synopsis, I really liked the idea of the disc being an "ancient" piece of tech. After reading through the adventure, however, I don't think the fact that it is a super old disc really comes into play as much as it could.
James McMurray
Apr 4 2006, 08:20 PM
The adventure doesn't say the encryption is unbreakable, it says if it's broken the data integrity is put in jeapordy.
Mibo
Apr 5 2006, 10:27 AM
Right. It says that there is a two layer encryption and the only possibility to get the data is finding the code. That's what I call "unbreakable encryption".
Gr
Mibo
WhiteRabbit
Apr 6 2006, 05:10 PM
I've been running On The Run as my first crack at running SR4 and my players first time playing it, though we are all old hands at SR3. I thought I'd give my impressions so far, spoilers throughout.
First, the team:
Arianna - Cat Shaman, spirit focused, a few manipulation spells, no combat spells
Tony - Troll Urban Brawl hopeful, close to the Enforcer archetype
Digg - Exact copy of the Drone Rigger archetype
We just finished the big combat in the junkyard. I was suprised at how effective the drones were, in particular the Dobermans. The number of autosofts they come with seems to make them quite a good package deal.
The bigest problem the players have had so far was getting started traking down the seller. "We're supposed to be finding someone trying to sell an old music disc somewhere in Seattle, but we don't get to know what was on it or search where it was stolen from for clues? That's awfuly vague..."
Wow, constant perception checks. Serously, I don't think there has been a single scene where there hasn't been at least two of them, per character. It doesn't help that the PCs aren't very good at them.
I'm fairly certain that the PCs are going to take the uber professional route and simply deliver the disc without investigating it at all, so I will be taking the earlier advice on this thread and having the J delay the second meetup by a day.
All of the extra advice on running SR4 is nice. I'm looking forward to the GMs screen because of this.
My BIG complaint is that the PDF seems to be impossible to print. I've had no problem printing other PDFs here, including the SR4 BBB, but everytime I try to print this one it ends up spooling into a several hundred MB file to be sent to the printer and overloading the printer's memory.
James McMurray
Apr 6 2006, 07:27 PM
My group also had no idea how to get started until one of the guys decided to pay his fixer to set him up as an "old music collector" then track the email he got.
I didn't have any trouble printing it, how old is your printer?
WhiteRabbit
Apr 6 2006, 07:33 PM
Rather new. I've been trying to print it at work, on either the HP Laserjet 8000 or the Laserjet 8500. I've noticed that the document size in the printer spool grows to almost 1GB.
mdynna
Apr 6 2006, 07:49 PM
Agreed on the initial vagueness of the run. The SR rookies that I am running the adventure for spent the first forty-five minutes of the session trying to track down where Darius St. George lives. All because one of them said, "Maybe the disk was stolen from his house and the employer part is just a cover. We should investigate his house..."
After de-railing all of their investigation attempts for awhile ("You can't find anything about that..." "You find way too much data about that...") I finally had them make a Memory Test (don't you love the Memory Test? It's got GM gives you a clue written all over it) and pointed out the things they should have been focusing on: 1) Music, 2) Old, 3) Someone trying to sell
After that things started going smoother. They came up with starting a riot at the concert all on their own!
mdynna
Apr 6 2006, 07:56 PM
QUOTE (WhiteRabbit) |
Rather new. I've been trying to print it at work, on either the HP Laserjet 8000 or the Laserjet 8500. I've noticed that the document size in the printer spool grows to almost 1GB. |
Set the printer to start printing immediately instead of waiting until the whole job is spooled.
James McMurray
Apr 6 2006, 08:13 PM
What he said. I've got a moderately new home laser printer and never had problems. There's also a setting somethere in acrobat that makes it print one page at a time, for a total of 72,000 hours of print time, but I've never tracked it down, just gotten lucky enough to never have it happen at home.
coyote6
Apr 7 2006, 03:55 AM
So far, I like what I've read. I either ran One Stage Before, or was setting up to run it (I don't remember which!), when my SR game died years ago, so I dig the nostalgia factor.
I plan on running it in a few sessions.
My .0002¥ on the encryption deal: Decryption is too easy in SR4. There should be variable levels of encryption, that take different amounts of time to decrypt. Real-time data (e.g., communications & similar transmissions) would be encrypted using technologies that take mere seconds to decrypt (i.e., using the current rules); files and other things that don't care if the encryption process takes an extra dozen seconds (or whatever) could have an interval measurable in hours or days.
Then, the MacGuffin in On the Run could be encrypted with some unbreakable SOTA (at least, 20-odd years ago) method, that might take a modern hacker a few days to decrypt. The PCs, of course, won't have that much time, so the encryption is effectively proof against them (assuming they don't save a copy for later; for that, you have to go back to the data bomb, and/or rely on it no longer being timely).
Cain
Apr 7 2006, 06:35 AM
QUOTE |
My BIG complaint is that the PDF seems to be impossible to print. I've had no problem printing other PDFs here, including the SR4 BBB, but everytime I try to print this one it ends up spooling into a several hundred MB file to be sent to the printer and overloading the printer's memory. |
I'm having the same problem. Adam has graciously offered to help me with this, so I'd contact him, and let him know what's going on.
Mibo
Apr 7 2006, 10:18 AM
QUOTE (coyote6 @ Apr 6 2006, 10:55 PM) |
My .0002¥ on the encryption deal: Decryption is too easy in SR4. |
Very right. I second that.
Gr
Mibo
Mibo
Apr 7 2006, 10:26 AM
QUOTE (WhiteRabbit @ Apr 6 2006, 12:10 PM) |
The bigest problem the players have had so far was getting started traking down the seller. "We're supposed to be finding someone trying to sell an old music disc somewhere in Seattle, but we don't get to know what was on it or search where it was stolen from for clues? That's awfuly vague..." |
That was also my experience. But by using that SIM-Track-Thing instead of the Code, I was free to let Mt. Johnson tell exactly what CD he was looking for: A CD with music, probably offered in the music scene. That made research much easier.
QUOTE |
Wow, constant perception checks. Serously, I don't think there has been a single scene where there hasn't been at least two of them, per character. It doesn't help that the PCs aren't very good at them.
|
For me, it did help. Otherwise the Chars would have noticed the observation by the ShangriLa-Team.
Gr
Mibo
Chaos Kingpin
Sep 17 2006, 10:08 AM
My team asked some orks they were staying with in a nearby safehouse who the opening band for the Nabo concert would be... I whipped out some name thinking, of course there would be an opening band...the next thing I know they are tracking them down at their practice space to knock them out and pose as them to get into the concert.
FriendoftheDork
May 25 2007, 10:55 PM
QUOTE (MYST1C) |
I second it's a good adventure and I second the structure is illogical.
What struck me as somewhat strange is that, at least in the German version, several NPCs have skills that make no sense - several people have the "Automatics" skill while not possessing any automatic firearms (or no firearms at all!).
|
I'm wondering at the same thing, and I have an english language version. Why doesen't anyone else notice this?
The bad part isn't the unarmed characters having weapon skill, that actually makes sense. It's the armed corporate strike team having nice smartlinked heavy pistols, yet having only automatics as weapon skill.
Their leader is slightly better, as he has at least an AK-97 to go with his automatics skill, but he's also eqiupped with a heavy pistol, and he has longarms skill for some reason...
I think I'll just replace the weapons skills to pistols instead....
Cain
May 26 2007, 06:25 AM
Well, since this thread has returned from the dead, I may as well
shill for myself.
FriendoftheDork
May 26 2007, 09:26 AM
Ouch, that some hard critique! And it makes me glad I've never bought a PDF book. If only Illegal PDFs were that hard to print, we'd avoid all that piracy

I must say, I disagree with some parts. YES, the initial mission is too vague and requires the GM to convince the players that this mission is not a needle in a haystack. Myself, I told them when they objected, that this disk was one a format so rare that just finding ANY disk of this type would give it a good chance it was the right one, and that one such disk put out in the music industry would guarantee it was the right one.
And yes, I'm also afraid my players will act too professional and simply deliver the disk once they find it. I'll have to use the Mr. Johnson stalling tactic, and hint to them that he won't be pleased if it is a fake - they better check it out.
As for the unbreakable code, well the SR system was flawed to begin with and this actually makes more sense to me than the BBB. Thankfully our hacker is only mediocre (7 dice in most hacking/computer programs), so he'll buy that the second encryption will take a long time to do without ruining the material, and will take programs and equipment he doesen't have.
I'll probably use plot devices like this alot in my game as well, for instance trying to hack Zurich-Orbital will be impossible for my group as it is guarded with unhackable systems and unbreakable encryption too.
The more low-key installations they'll be B&E-ing they'll be able to hack as normal though.
However despite these flaws, I think the plot is kinda cool, and I don't mind the "elvis" vampire at all - at least he won't interact directly with the party.
And that the original employer is hidden is fun too, so I hope they make more of these modules.
We haven't played the bar-to-bar action yet, and no combat, but I shouldn't think it will be boring... and we've already ran some fights in this system so I think we'll be prepared... it can get bogged down if you're not very structured.
All in all, it seems like it could be alot of fun.
FriendoftheDork
May 26 2007, 09:38 PM
Hmm, seems like I'll have to bite my words - just ran the adventure and the players were professionals - they sold the disk asap without investigating it (basically the only techie in the party said they couldn't read it).
Still, it was a good way of finishing the game and we had great fun doing it. Gaming time is about quality, not quantity.
WhiskeyMac
May 26 2007, 10:25 PM
I didn't like how omnipotent the Johnson was. He knows you made copies if you sell to a private buyer, he knows you screwed up if you sell to the vampires, and he knows if you tried playing the field. How? If you sold a copy to a very private buyer without alerting anyone else, how does the Johnson just "know"?
I actually liked Cain's review. It was kinda corny about the "Elvis" vampire and just to introduce new SR4 players to a vampire conspiracy after so much publicity about SR4 and NewWOD similarities didn't really jive well with me. I liked the rules notes and extras but the layout was pretty bad.
I second (or third, or whatever) the notion about needing really curious or anarchist style players. It doesn't make sense to be considering yourself professional and then snoop around to much. That gets you killed fast in the shadows.
Demon_Bob
May 27 2007, 05:11 AM
I agree with WhiskeyMac the only way the Johnson would know that there were other copies of the disc made is if someone else started publishing the songs.
Same can be said for the other party.
I got the players to investigate the disc by not mentioning that it was a rare, and letting them believe that it was a short-lived popular medium gone the way of the 8-track tape. So they had to check it out to ensure that it was legit or risk pissing off the Johnson.
As far as the unbreakable code went, well that had to change. I played as the disc in question only had half the information (tracks) needed for a good playback and had to be combined with information (tracks) from a second disc.
After editing some of the equipment to match the skills the opponents had things seemed to be back on track.
After reading several moduals put out by people for various games, I proof-read the moduals looking for flaws and so I can get a feel for how the flow should go. As far as errors go this one was not nearly as bad as others I have read.
Although, I agree that On the Run is not as good as an introductory adventure as First Run was.
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