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eidolon
QUOTE (Seven=7)
Sidenote to Eid and all those who's hackers apparently have more fun than 90% of the rest of the hackers out there


Not a ton of time, but real quick, a few thoughts:

- Okay, so the setting and rules state that devices with computers and wireless technology are ubiquitous. Right? Okay, so there's a ton of stuff to hack by default. Even cyber and weapons have computers.

No, it doesn't go into tons and tonnes of great detail on what the computers on those devices do...that's where you as GM come in. More in a bit.

- Hackers' purpose is to hack things. It's a given, but I'm stating it.

- The setting and rules say that the benefits of having wireless and leaving it on are far superior to the detriments that you suffer for turning it off. That's the important thing, so keep it in mind.

By canon, people do not turn off wireless because the benefits outweigh the risks.

By canon, you should penalize someone for trying to "escape" the danger of hacking.


- Therefore, you could extrapolate that a hacker has a bunch of prospective targets at any given time.

Now on to the problems, as I see them:

- Players, at least on DSF, take great care and go to great lengths to make their characters perfect, and "hacker proof". This leads to the incorrect assumption that everyone in the game world does this. Why is that incorrect? Because the setting says it is.

- GMs and players, at least on DSF, let this incorrect assumption lead to every person in the game world leaving nothing to chance, nothing open to hacking, because it's "not realistic". This is bad, because you're deliberately, through a misguided desire to make the world more like our own or whatever the guiding force is, making it impossible or pointless to play a hacker.

So in short, if you want the hacker to have stuff to do, don't go around making sure that NPCs turn off all of their wireless and hide behind air gaps and never leave their basement. Why? Because when they do, the hacker has nothing to do.

Bad game, regardless of "realism".
Hacker Player: "I want to hack that guard's gun and force the safety to engage."

GM: <grin as though he had won> "Sorry, you can't. His gun is skinlinked. In fact, you notice that there isn't a single node in the area, because their security is realistic and good."

Hacker Player: <sighs> "Your game sucks. Playing a hacker sucks. I'm going home."

If you go out of your way to create a problem (there's nothing to hack), then you shouldn't complain about suffering the consequences. So yes, by the rules, you can lock down every device, and make sure that everything is skinlinked, air gapped, totally locked down.

But your game will suck. So don't.

Let them do fun and creative things. Tell them "yup, looks like that door is controlled wirelessly." Tell them "Yeah, it looks like each camera is its own node, so you can totally hack this one." Tell them that the guards are networked and that they can hack the commlink and send a report to their central security room saying that everything is A-OK. It's a game, not a pissing contest of who can most screw the other person with the "most realistic" interpretation of the rules.

That's the gist.
Redjack
QUOTE (eidolon)
But your game will suck. So don't.

I was working on a post debating the absurdity of "Brain Hacking" and the technical premises around it that Frank provided...... But this is a far better argument that leaves little to debate IMO.

All I can say is "Wow! Great post eidolon!"
darthmord
QUOTE (FrankTrollman)
The difference in "world" between what has been presented in Shadowrun fluff and what I'm talking about is that "jacking out" does not stop a hacker who has physical line of sight to you. You can't save your drones by "jacking them out", you can't save yourself by "jacking them out".


But you can. That has been presented as fact since SR1. Not jacked in = immune to matrix shenanigans against your brain.

QUOTE
Jacking out to give yourself complete immunity to Matrix threats has always been problematic.


Not so. It gives you immunity to matrix threats but also cuts you off from the benefits of the matrix... something that has been sadly lacking in presence in the game. We see the fluff as saying the matrix has all sorts of benefits but they aren't represented in-game.

QUOTE
If Closed Circuit Cameras are unhackable, then Hackers can't keep you off the cameras. And if they can't do that, what's the point? If simply running everything in tortoise mode makes you immune to the consequences of IC, it doesn't really matter what penalties it is associated with, because you'll do everything you are allowed to do... eventually.


CCTV still has connection points. You splice or otherwise jumper yourself (your deck) into the system and then co-opt it... kind of like how our spy types do it nowadays, just with 2070 tech.

QUOTE
Hence: no jacking out. All the stuff about BTL that affects your brain from outside your body - that's actually in the setting and has been for some time (BTL decks don't require datajacks, and the Psychotrope novel happened). Between that and no jacking out (which is really implied by the BTL deck anyway) the "brainhacking" is a logical requirement.


Have to call bullshit on this one. BTLs from SR1 onwards have required a simsense rig that has been modified to give the level of signal BTLs require to do their thing. You can't just go to your local SuperK-Wal, buy the generic simsense rig and then pop in your BTL to get your fix. The simsense players don't support that without being modified.

As far as I'm concerned, novels aren't canon. The rules from SR1 through SR4 (regardless of how bastardized the rules are in SR4 are) ARE canon.
QUOTE

---

If you can successfully extrapolate a world where the Nash Equilibrium is people running around doing exciting and interesting things in and out of combat situations with their Hacking while simultaneously allowing people to jack out their brains and their equipment - more power to you. But honestly, I can't. And I'm not interested in trying.

What I've seen so far is a bunch of people either making the argument that:
    The world as presented has a lot to hack, so it doesn't matter if people can designate things as unhackable with little or no effort. Leaving aside for the moment the fact that most of these hackable objects are hackable in downtime and have no combat applications at all (resulting in a Hacker who wanders off and plays Smash Bros as soon as the leg-work phase is over), that doesn't address the end stage Equilibrium at all. Sure the D&D world has manticores in dungeons, but what do they eat?

    People are bad at risk assessment and often Nash Equilibrium is not reached. I find any argument predicated on the assmption that Lofwyr is bad at threat assessment to be inherently unpalatable. Your mileage may vary.

-Frank

The world does have lots to hack. But what you and several others are failing to see is that everyone does more than their "assigned duties". Mages shoot guns. So do the faces, deckers, riggers, and sams.

So what if the decker/hacker has to shoot a gun and then during a lull in the action, break out his comm gear to bypass computer systems and what not? It's not like that isn't a staple in sci-fi settings. Why the aversion to that in SR when it's so very fitting regardless of version of SR you happen to be playing?
Kagetenshi
QUOTE (FrankTrollman @ Nov 8 2007, 10:34 AM)
However, I don't think I'm going to answer any more of your questions on this subject so long as it's really obvious that you haven't read the referenced material.

I'll admit that I only skimmed the material (among other reasons because it's ultimately a modification to a game I have no intention of playing), but I didn't see anything providing an explanation for what on earth would create phenomena like the lack of

QUOTE
a distinction between running something on your brain and running something on your commlink.

or why it would make sense that

QUOTE
the firewall watches over and protects every element of the network.

Most of my understanding of how you're seeing this is coming from "Hacking an orphan brain" and "hacking an occupied network" in the thread you linked. If there's an explanation that gives a why, rather than a "it just works like this", I'd appreciate a link, a relatively unique search term, or at the least a post number (in the thread) to within 25-30 posts.

Maybe I'm just underestimating how much SR4 changed things. Put it this way: is it still possible to bypass some level of network security via physical penetration? That is, can one find a physical place, with a physical connection (possibly wireless), from which one passes through less security on the way to a given system than in some other place? If so, what makes it different for the brain and another device?

~J
Blade
Nice one Eidolon.
But I think you can still have a realist world and enough systems you can hack.
Caine Hazen
QUOTE (Blade)
Nice one Eidolon.
But I think you can still have a realist world and enough systems you can hack.

Is that something like we have a real world and there are still enough systems to hack in it? biggrin.gif
tyweise
QUOTE (eidolon)
- Players, at least on DSF, take great care and go to great lengths to make their characters perfect, and "hacker proof". This leads to the incorrect assumption that everyone in the game world does this. Why is that incorrect? Because the setting says it is.

That's it exactly for me.

Remember: Shadowrunners aren't people. At least not while they're shadowrunning.

"People" in the SR world leave their stuff wirelessly connected because it's convenient and often necessary. These people aren't planning on executing illegal B&E's, extractions, data-steals, and/or wetwork. If they were, they too would be sure to take themselves completely 'off the grid' and make themselves hack-proof.

Ben Klingston, security guard extraordinnaire, however, is not thinking about any of the above activities. Even when he's on duty, he likes to be able to pop up some AR and check his email, last night's scores, and dumpshock forums. So he's got wireless going on. Yeah, the company put out a memo about leaving that stuff on after some other company or site got hit. But c'mon, that stuff never happens to you.


Now, if the Shadowrunners hitting Klingston's site aren't exactly the A-Team, and the site is put on security alert, then yeah I bet Ben disengages any unneccesary wireless and all the guards go into hidden mode and load up Encrypt and Stealth and go to town. But if the team is good and Klingston doesn't know anyone's there until he sees the barrel of an Ares Alpha pointed at him, turning off his wireless gizmos and gearing up for Matrix defense isn't going to be on his mind right now. Not getting shot - in the face - is. Now the hacker can relatively easily get into Ben's gear and mess with stuff, and contribute meaningfully to a combat situation.
Buster
QUOTE (eidolon)
Let them do fun and creative things. Tell them "yup, looks like that door is controlled wirelessly." Tell them "Yeah, it looks like each camera is its own node, so you can totally hack this one." Tell them that the guards are networked and that they can hack the commlink and send a report to their central security room saying that everything is A-OK. It's a game, not a pissing contest of who can most screw the other person with the "most realistic" interpretation of the rules.

But isn't that the usual Hollywood cop-out that we're all sick to death of? I can't speak for anyone else, but I can't stand movies and TV shows where the hero's only superpower is that his enemies are always retards.

Intentionally lowering the IQ of the game just doesn't sound fun to me. Sometimes it's fun to play whack-a-dork, but that's what the Xbox is for, not RPGs. I'd rather play a deadly game of wits, spy vs. spy, and cat and mouse with smart opponents than always spending 4 hours kicking the crap out of morons that aren't smart enough to turn off the wireless on their gear.
FrankTrollman
Eidolon, why are you posting on this thread?

Your basic point is that you don't have to reconcile the rules and the setting, that you can simply put whatever oposition you feel like to make for an exciting game and just let common sense and the actual rules hang like viscera from a standard. In short: your point is just the Oberoni Fallacy only applied to the setting instead of the rules like it normally is.

Well honestly, you can go do that. In fact, it doesn't matter what the rules are so long as you just ignore rationality and costs when outfitting the target facilities. Sure, there's no reason in the rules for the camera to not be a close circuit affair which sends regular segregated data dumps down a one-way fiberoptic cable connection to a security repository in Chiba. But you can have that not happen because failing to give the Hacker something to hack is out of genre, frustrating, and boring. By simply having the NPCs ignore the cost benefit analysis that your players have doubtless already done, you can give them level appropriate opposition every time.

But you know what? Some of us don't want to play Dungeons and Shadowrun. We want to play in a consistent world, where there is the perception that the world is reactive and coherent. A world in short, where the NPCs are playing by the same rules as the PCs. Where the players only have a tactical edge because of the inherent vagueries of asymetric warfare and not because the GM keeps throwing them slow pitches.

This thread is in fact not about how we can all play magical teaparty and get together once a week to ignore the rules and tell stories of magic and intrigue while eating delicious christmas cookies. This thread is about reconciling what the corporate security can do, what it should do, and what it does do with the rules. And if you don't care about reconciling those things, I honestly don't care what you have to say on this or any related thread.

My own solution involves major changes to the rules and minor changes to the fluff. I could see someone providing a solution that involved major changes to the fluff and minor changes to the rules. Or major changes to the fluff and the rules. But simply saying that you don't give a damn about solutions is called Thread Crapping. As a moderator, you should give yourself a warning.

-Frank
Simon May
QUOTE (FrankTrollman)
    If you can plug yourself into a computer, someone else can plug you into a computer. The computer doesn't care who presses the on switch.

    If Black IC and Psychotropic IC exists, then people can hack your brain to death or insanity.

    If the Matrix is wireless, then people can do this to you wirelessly.

With your first statement, I can't disagree. If someone takes the time to plug your datajack into the wall, or tie you down and paint a trode net on you, you can't really stop them without fighting back. One minute, you're not wired, the next you are.

I also can't refute your second statement. Black IC exists for a reason: So hackers actually have to risk their lives.

It's this third statement that gets to me. We agree that the Matrix is wireless. So someone can walk into the room, tie you down, paint a trode net on your head, and then walk out of the room so they can send a black IC at you wirelessly. I can't argue with that scenario. But how is a trode net suddenly applicable from afar? How do we connect to a brain that hasn't been connected, either voluntarily or involuntarily? There doesn't seem to be any argument presented that gets past this issue. So I'm asking: where is the logic that states that if you can connect directly you can connect from afar?
QUOTE (Mercer)
Also, in regards to brainhacking, what is the Armor Rating of a tinfoil hat?  If brainhacking were possible, wouldn't someone develop a helmet that blocks brainwaves?  A cyberskull?  Nanopaste WiFi blocking paint?  And once thats done, aren't we right back where we started-- people choosing to be immune to hackers?

Best. Question. Ever.

If the threat is out there, someone will come up with a defense. Under Frank's rules, a commlink and firewall is a defense. I simply don't see how.

You commlink sits on your belt. If you aren't directly connected to it via a data jack or trodenet, all it does is broadcast to goggles, screens, earpieces and the like. It doesn't actually stop anything. Therefore, if brain hacking were possible, a commlink and firewall is not a defense.

But what about a direct connection? A trode net will connect in, I assume, the same fashion as the wireless connection for brain hacking. This means that a trode net will stop the wireless from being able to connect by blocking it's path. A datajack, on the other hand, uses the brain's wiring to talk to the brain, rather than small electrical impulses. This means that unless there's one neuron or circuit that is essential to interfacing with the Matrix, a datajack wouldn't stop someone from applying a trode net as well, and therefore wouldn't stop wireless hacking either. It seems to me that the upside to having a commlink connected is to have defense programs ready.

But I love the tin foil hat defense. It's brilliance in its simplicity. Perhaps everyone wears them in 2070, much like air filter masks today.
QUOTE (eidolon)
If you go out of your way to create a problem (there's nothing to hack), then you shouldn't complain about suffering the consequences.  So yes, by the rules, you can lock down every device, and make sure that everything is skinlinked, air gapped, totally locked down.

But your game will suck.  So don't.

This is the problem exactly. It's not that the current matrix rules don't work, but that GMs don't utilize them properly.
Kagetenshi
FYI, tin-foil hats sometimes amplify incoming signals.

~J
Buster
QUOTE (Kagetenshi)
FYI, tin-foil hats sometimes amplify incoming signals.

~J

Awesome article: "It requires no stretch of the imagination to conclude that the current helmet craze is likely to have been propagated by the Government, possibly with the involvement of the FCC. We hope this report will encourage the paranoid community to develop improved helmet designs to avoid falling prey to these shortcomings" LOL.
Ol' Scratch
QUOTE (FrankTrollman @ Nov 8 2007, 12:04 PM)
Eidolon, why are you posting on this thread?

[...]

This thread is about reconciling what the corporate security can do, what it should do, and what it does do with the rules.

[...]

My own solution involves major changes to the rules and minor changes to the fluff.

Hmm. That said, why are you posting in this thread if that's the stated goal of it?

Especially since in your next breath you say that you ignored the rules, you ignored what security can and should do, and instead just created your own set of rules apparently because you didn't feel like reconciling what they can do, what they should do, and what it does to with the rules. So, again, why are you posting in this thread? I'm temporarily blinded by the sheer hypocrisy of it all. Doubly so because you seem to think you're the only one allowed to ignore the rules and fluff and be high and mighty about it.
Smilin_Jack
Personally, I'd go with a Lead Foil hat instead. nyahnyah.gif
Blade
Why corps building aren't just bunkers? Why don't they check the id of each and every person present in the building 10 times per second? Why don't they create their own language to "encrypt" the verbal communications between employees? Why don't they forbid their employees from meeting anyone not belonging to the corp? Why don't they have rating 12 wards protecting each and every building with twenty rating 12 spirits patrolling? Why don't they have spider drones all over the walls, ready to attack in case of an intrusion?

I'm sorry, but realism doesn't necessarily means extreme security measures. Some of the things I've listed above can actually be applied everywhere, but they will be restricted to very high security areas.

And even in quite secure places, the hacker still has something for himself: he is a professional. A regular streetsam can take on several trained security guards, his weapons can cut through the best armor, a regular hacker can hack a secure computer system, he can find their way inside the most secure nodes. A Shadowrunning team isn't a bunch of amateurs. Corps can find a way to make their system more secure, and hackers will find a way to counter it.
mfb
QUOTE (HappyDaze)
I believe that the base assumption is that you DO have to hack a naked brain - the commlink just gives added ways to protect it (and to counterattack) - just as you have to hack vehicles, cameras, etc. And, just as you can't send out a general kill signal to every vehicle in your signal range, you can't send the kill signal to every brain - only the single target you're hacking at that moment, and only if you can overcome it's defenses (natural and/or tech-augmented).

except that's a really dumb assumption. even if you can transmit data to a naked brain over a significant distance, there's no possible way you're going to be able to read data from the brain, because the brain doesn't transmit strongly enough. if you can 'hack' a naked brain at all, you're going to be 'hacking' it purely by sending signal out to it. and if all you're doing is sending signal out, you can do it to as many brains as you can reach as easily as you can do it to one brain. hell, unless you're using some kind of tight-beam signal when you blackhammer someone's naked brain, you won't be able to not kill or maim everyone within range of your transceiver.

brainhacking as presented in this thread makes no sense at all, on a technological level.
Ol' Scratch
I'm still boggling at why people think hackers are impotent when it comes to physical encounters. It's not like a smartlink, a nice firearm and Pistols/Automatics 4-6 is hard to come by for crying out loud, nor is a decent Command program (which any good hacker already has) or a cheap drone. I mean, the Lone Star iBall is only 2,000-nuyen, is the size of a large marble, and comes with a built-in flashpak and smoke grenade. And a Body 3 drone (which is smaller than a scooter) can even be mounted with a LMG.

A lot of posters seem to continuously ignore all of that in their weak arguments about why they need "brain hacking" to be effective. Doubly so when on a whim they can augment their arsenal by hijacking anything in the area.

But... whatever.

As for security, a certain level of "eh?" has to go on in this game. The entire premise revolves around a concept that completely shatters one's suspension of disbelief. There's no way a shadowrunning community would exist -- especially one that's in the public eye and well known -- but it does because that's the very premise of the game. Same goes with governments willingly and happily giving up all their rights to the corporations. And because of that, you have to accept other "eh?"s in order to keep it viable. A lack of impenetrable defenses is right at the top of that list. Sure, it's believable to an extent. It's hard to imagine that there's very many ultra-secure locations anywhere in the world, and those that are usually revolve around national security (which is typically ignored) rather than corporate research.

As eidilon pretty much said, you're free to try and go hyper-realistic (even if it's not), but doing so is exceedingly boring and antithesis to the very premise of the game. You know, the game that revolves around dwarves with pink mohawks strolling down Main Street after dark with a Panther Assault Cannon strapped to his back.
Gelare
QUOTE (Fortune)
QUOTE (Gelare @ Nov 8 2007, 06:39 PM)
But when all hackers, as you described, have been completely subsumed into other classes, the game you're describing to me does not resemble any SR fluff I have read.

I think this is my biggest point. There are no classes in Shadowrun. Never have been since first edition.

If this is your biggest point, you haven't really said anything at all. For heaven's sake Fortune, we went over this three pages ago.
QUOTE (Me)
This is totally true, and it's one of my favorite things about the SR system. But there are archetypes in the BBB for a reason, and I use 'class' synonymously with 'archetype'. If I say sammie, we all know roughly what I mean, because that's a class. If I say mage, hacker, rigger, adept, pornomancer, we all understand. So call them classes, call them archetypes, call them specializations, whatever you like, the fact of the matter is maybe players like to play a character like that, and discussion about them is valuable.

Calling hackers a class is just a means to facilitate discussion. You can call them classes, archetypes, or wakalixes, it makes no difference to me, as long as we all understand what we're talking about, which we clearly do. In fact, this is your second point as well as your first, so I'll just save space by reiterating that there has never been an edition of Shadowrun - until fourth - where all the other archetypes gobbled up everything that made the hacker unique and interesting. The person who did the hacking in the fluff was never a mage with an expensive commlink, it was someone with a crapload of very dedicated skills and very dedicated equipment. And that's important. It's part of Shadowrun's identity as a game, and I know full well which game I'm playing. Do you? Do you actually mean to tell me that hackers as standalone characters shouldn't be viable in Shadowrun, given their rich history in the game setting? If so, I'd love to hear your reasoning.
Kyoto Kid
QUOTE (Doctor Funkenstein)
I'm still boggling at why people think hackers are impotent when it comes to physical encounters. It's not like a smartlink, a nice firearm and Pistols/Automatics 4-6 is hard to come by for crying out loud, nor is a decent Command program (which any good hacker already has) or a cheap drone. I mean, the Lone Star iBall is only 2,000-nuyen, is the size of a large marble, and comes with a built-in flashpak and smoke grenade. And a Body 3 drone (which is smaller than a scooter) can even be mounted with a LMG.

A lot of posters seem to continuously ignore all of that in their weak arguments about why they need "brain hacking" to be effective. Doubly so when on a whim they can augment their arsenal by hijacking anything in the area.

...I agree. My Matrix Specialist has skill 4 w/Spc. in S/A Weapons (Fabuki that is loaded with either EXEX & a Hammerli 650 w/ S&S, both internally smartlinked), a couple surveillance drones (including the aforementioned I-ball), and Unarmed combat w/Spec. Cyber Implant (Shock Hand).

Besides all that she makes a pretty good B & E and EW specialist

...the kid ain't no slouch.
eidolon
QUOTE (Blade)
But I think you can still have a realist world and enough systems you can hack.


Sure. A lot of that is "what feel do you want your game to have", certainly. But even as you trend realist, you have to remember some things:
- the game allows for hackers
- hackers have to have something to do
- your job as GM is to provide stuff to do.

Regardless of whether your game is cinematic, gritty, or whatever "feel" you want it to have, you still have to provide the meta-level "stuff for the characters to do".

QUOTE (FrankTrollman)
Eidolon, why are you posting on this thread?


1: free internet
2: boards open to anyone that wants to post as long as they follow the rules
3: several things in this (and the other but pretty much identical) thread(s) pique my interest, and there were a few posts that I felt like responding to (especially when specifically addressed; not to respond would have been impolite)

You're free to your own opinions on whether anything I post is valid, but I hardly think I'm breaking any forum rules by giving a different take. I'll let another mod have a say if they see fit, though.

QUOTE (Doctor Funkenstein)
I'm still boggling at why people think hackers are impotent when it comes to physical encounters.


That's something I keep noticing too. In order for there to be so many problems with hackers, you pretty much have to render the hackers completely incompetant at everything else. And if you're doing that...well, I already had my say on creating problems just so you can complain about them.
raphabonelli
QUOTE (eidolon @ Nov 8 2007, 02:53 PM)
That's something I keep noticing too.  In order for there to be so many problems with hackers, you pretty much have to render the hackers completely incompetant at everything else.  And if you're doing that...well, I already had my say on creating problems just so you can complain about them.

Besides this, i see that people have something agains hackers using guns, grenades or magic (they always see these archetipes as "samurai that hack", "mage that hack", but never like "hacker that shoots", "hacker that do magic")... but they're ok with hackers becaming some strange kind of psionicists for the sake of "being useful in combat".
mfb
QUOTE (eidolon)
That's something I keep noticing too. In order for there to be so many problems with hackers, you pretty much have to render the hackers completely incompetant at everything else. And if you're doing that...well, I already had my say on creating problems just so you can complain about them.

i don't think it's creating problems just to have something to complain about when you create a pure hacker and then find out that he is, for the most part, useless. sure, there's that occasional supertough host to hack, but most of the time, it seems like a street sam with hacking 2 and a bunch of storebought agents can do the hacker's job for him.

i honestly don't know if this is a real problem with the game or not, but this is what people like Gelare are complaining about. you guys seem to be misreading his arguments.
Dashifen
QUOTE (mfb)
[...] but most of the time, it seems like a street sam with hacking 2 and a bunch of storebought agents can do the hacker's job for him.

Sure, I know that a sammie with some agents can perform at a similar or at the same level to a hacker, but does the sammie want to? Most of the characters I've seen aren't built around a jack-of-more-than-one-trades concept, at least initially. Instead, they've got their specialty and the hacker has hers, and the idea of the team is that each person watches the others' backs within their specialty.

Ol' Scratch
QUOTE (mfb)
i don't think it's creating problems just to have something to complain about when you create a pure hacker and then find out that he is, for the most part, useless. sure, there's that occasional supertough host to hack, but most of the time, it seems like a street sam with hacking 2 and a bunch of storebought agents can do the hacker's job for him.

i honestly don't know if this is a real problem with the game or not, but this is what people like Gelare are complaining about. you guys seem to be misreading his arguments.

So why is the guy with a Hacking skill not considered a hacker again? I'm confused on this point. Is a guy with Sorcery 2 and Firearms 6 not a mage either just because his magical skills are low?
Ryu
But even a pure hacker has his times of day. A bit of rigging and he even can do combat. Besides data search, door opening, removing data trails, faking licenses etc. A proper hacker has to have more than matrix skills. As even mages tend to use weapons to some degree and have many social skills. And even a hardwired matrix does not provide protection, as network segregation is broken once the first jackpoint is found.

If you tell your hacker "the network is hardwired" he should think "and once I´m in, and I have a datajack, security is likely low". Had to specifically point that out to one of my players once.
mfb
i don't think i'm willing to accept the premise that ignoring a problem will make it go away, Dashifen. after all, not every group is going to want to, or even be able to, ignore it.
eidolon
Point, to be sure, mfb. That situation can come up. But I guess I'm just farther down the line of thought that you touch on, and don't see it as a problem of the system.

And also, I have to go with what Dash said here, and emphasize it fully, which is that I rarely ever come across a player that goes

"Hey, I really want to play a hacker, because all of the hacking and computer stuff is really interesting to me."

and then 10 minutes into the game complains because he isn't as badass at combat as the specced sammy.

I just don't get that.

If someone writes up a 100% hacker, there are a few things that I'm wondering:

1. Did you ask the GM if a 100% hacker would fit the game that you're playing in?
2. Do you really understand that the hacker isn't the same as a sammy when the bullets start flying?
3. Is a hacker really what you want to play?

And again, even in the "a sam can kinda hack so what good is a hacker", that's the GMs job. The GM should probably say "hey, you might want to have at least one "normal" combat skill. The GM should make sure that sometimes there's a system or a task that only the uberhacker can accomplish. GM GM GM GM.

And I'm far from perfect, just like everyone else here. I'm sure I don't do a great job of this at all times and it's not like nobody never has anything bad to say about my games. But this is theory and my perspective on how things should jive.

And as an aside, after a couple of sessions, if you find out that the 100% hacker isn't really doing it for you or it doesn't work in the game that's being played, roll up something else. It's just a piece of paper. wink.gif
mfb
the thing is, you don't have to ask those questions for any other archtype. if you tell your GM "i want to play a mage" or "i want to play a street sam", he doesn't go "whoah, are you sure? i mean, those characters are kinda hard to fit into a game."
HappyDaze
QUOTE
i don't think it's creating problems just to have something to complain about when you create a pure hacker and then find out that he is, for the most part, useless.

No more useless than a 'pure' Face, a 'pure' Ganger, a 'pure' Bounty Hunter, or any other 'pure' archetype. Being a 'hacker' is about a skillset and equipment - no different than being a 'shooter' and no more or less difficult to take as either a primary, secondary, or tertiary field for any particular character.

As for the idea of a 'pure' Hacker, I'd consider such character to be far more common (like NPC contact level common) than a Shadowrunning Hacker - you know, the one with the other skills needed to do what shadowrunners do...
HappyDaze
QUOTE
the thing is, you don't have to ask those questions for any other archtype. if you tell your GM "i want to play a mage" or "i want to play a street sam", he doesn't go "whoah, are you sure? i mean, those characters are kinda hard to fit into a game."

Depends on the game. I've seen one game where Street Sammy characters need not apply and another where the Face archetype was unwelcome. In a third, just about everyone was some form of Cover Ops Specialist, including one adept and one magician, and any of the more 'overt' archetypes - such as Combat Mage' would be out of place.
mfb
yes, but a hacker with a few points in a combat skill doesn't completely replace a street sam, whereas a street sam with a few points in hacking skill can pretty much do without a dedicated hacker. that's the issue Gelare is bringing up.

and it really doesn't depend on the game. yes, there are some games where a street sam will be useless and a hacker will rule. but those are the exception, not the rule. the GM shouldn't have to make large changes to his game in order to include such a basic, staple archtype as the hacker.
kzt
QUOTE (eidolon)
But even as you trend realist, you have to remember some things:
- the game allows for hackers
- hackers have to have something to do
- your job as GM is to provide stuff to do.


It allows for street sams who don't carry guns and only have HtH weapons. It's an allowed choice, but it's DUMB. Hence I don't feel any remorse about the LoneStar swat team shooting him 65 times as he runs towards them. So hackers who can't do anything useful still get to do something. As long as you understand that providing comic relief is "something to do".
Ol' Scratch
QUOTE (mfb @ Nov 8 2007, 02:36 PM)
the thing is, you don't have to ask those questions for any other archtype. if you tell your GM "i want to play a mage" or "i want to play a street sam", he doesn't go "whoah, are you sure? i mean, those characters are kinda hard to fit into a game."

That's a fault of the Matrix, not the hacking rules or characters using them. Even astral space is in the here and now. But if you have a character focused almost entirely around exploring the metaplanes, a GM in a typical game is going to have just as hard a time finding something useful for you in most games as he will a dedicated hacker.

SR4 made huge strides towards improving that by making AR more akin to using astral perception and projection, but the brunt of hacking still revolves around VR and going off to do your own thing in your own little world in which the other characters aren't a part of. That's where the problem is.

Melting peoples brains isn't going to fix that problem. It's not a solution for any of the actual problems hacker characters have. It's just a cheesy, goofy idea based around 'trodes and someone desperately wanting to validate that cheesy, goofy idea even if he has to muscle it into the game with a completely new set of rules alledgedly (but not really) revolving around the idea.

And I still don't understand how brain hacking is defended against by having a firewall and commlink. If it melts your brains by transmitting directly to your brain, neither of those are going to do jackshit to help you since, you know, you're targeting the brain directly as opposed to hacking into a gadget.
HappyDaze
QUOTE
and it really doesn't depend on the game. yes, there are some games where a street sam will be useless and a hacker will rule. but those are the exception, not the rule. the GM shouldn't have to make large changes to his game in order to include such a basic, staple archtype as the hacker.

Who are you to say what is exception and what is rule? It certainly does depend on the game to determine what is and is not appropriate. It doens't take large changes for me to make any overtly combative character a real PITA to play and a detriment to the team, in fact, all I have to do is assume that the opposition is playing smart. We've a;ready heard the arguments that the game depends upon the 'duh factor' and the degree it is enforced is varied from game to game (if you're thick, that means it depends on the game).
HappyDaze
QUOTE
And I still don't understand how brain hacking is defended against by having a firewall and commlink. If it melts your brains by transmitting directly to your brain, neither of those are going to do jackshit to help you since, you know, you're targeting the brain directly as opposed to hacking into a gadget.

These are not transmissions to melt the brain, they are transmissions to make the brain/CNS perform functions that are not conducive to life or to prevent the brain/CNS from performing vital functions. It's possible that your commlink monitors your brain - since it's part of the network - and sends the necessary signals to counter/correct the hostile signals. The effectiveness of this protection is the Firewall.
eidolon
QUOTE (mfb)
the thing is, you don't have to ask those questions for any other archtype. if you tell your GM "i want to play a mage" or "i want to play a street sam", he doesn't go "whoah, are you sure? i mean, those characters are kinda hard to fit into a game."


I disagree. I have run games in which <insert character type> might not fit in that well. If someone was dead set on playuing <insert character type>, I might restructure a tad so that they could, but I'd still suggest that they think about a secondary role of some kind.

QUOTE (mfb)
and it really doesn't depend on the game. yes, there are some games where a street sam will be useless and a hacker will rule. but those are the exception, not the rule. the GM shouldn't have to make large changes to his game in order to include such a basic, staple archtype as the hacker.


But it's easy to work the hacker's superiority into the game. Much easier, in my experience, than working in a pure combat specialist with no other abilities. But that's me. I think too much combat for the sake of combat is boring, and I have a hard time keeping the type of player that only wants to shoot things entertained. (I'm set up for this difficulty in my current game, and I'm using it as a testbed for becoming better at catering to a combat character while not turning the game into a shoot-em-up.)

And I disagree that you have to make major changes to the system to make hackers viable, but I've pretty much covered why already (although in which thread I'm unsure of at this point).

QUOTE (Doctor Funkenstein)
SR4 made huge strides towards improving that by making AR more akin to using astral perception and projection, but the brunt of hacking still revolves around VR and going off to do your own thing in your own little world in which the other characters aren't a part of. That's where the problem is.


Have players in your games really been so quick to go VR for everything?


Dashifen
QUOTE (eidolon)
Have players in your games really been so quick to go VR for everything?

In my experience, it's been about 50/50. The legwork hacking has been mostly VR while the on-the-run hacking is mostly AR until the shit hits the fan, then the hacker usually goes VR to try and run some damage control. I've also seen almost no AR cybercombat, but I think that's because everyone wants the extra passes for Hot SIM VR.
Ol' Scratch
You misunderstood. I'm saying that's the reason why some GM's say that working a hacker in is difficult. Not because it actually is, but because extensive use of VR makes it so.
Kyoto Kid
QUOTE (Smilin_Jack)
Personally, I'd go with a Lead Foil hat instead. nyahnyah.gif

...just remember to do your neck exercises each morning grinbig.gif
Moon-Hawk
The only part of this that I have trouble with is the trodes working without being near the head.
Datajack, nanopaste trodes, conventional trodes: all fine. But being able to manipulate someone's mind electromagnetically from a distance gives me problems.

First off, let me say what I'm NOT talking about. I'm not talking about frying a brain like an egg with radiant energy. Yes, standing next to a signal strength 12 transmitter should probably kill you pretty quickly. A fichetti pain inducer turned up to 11 could fry your brain, and I have no problem with that. Microwave guns are a completely separate issue, so as soon as we start raising signal strength enough that it's the energy which is frying the brain, it's a ray-gun, and a completely different issue. We're talking about frying their brain with the "brain-data" (call it whatever you like), such that the signal strength itself would not otherwise be dangerous (or else it's a ray gun) but the precise way that it is applied (becoming brain-data rather than just raw energy) causes the brain to do something very bad.

We're also NOT talking about a single waveform propagating through space at non-dangerous power levels which, when it meets the metahuman brain, carries some kind of self-destruct signal. If this is the case, then a single transmission kills everyone on the planet simultaneously. (note: this is kind of what mfb has been talking about) So lets not go there. I'm just going to assume that sending a kill-signal to everyone in the world simultaneously shouldn't be possible. Moving on.

We're ARE talking about an antenna array. At least when we're talking about trodes we are. Not necessarily so with datajacks, but I have no problem with people possibly being brainhacked through a datajack, so I'm just talking about trodes, near and (potentially, for the sake of this discussion) far. Why am I so sure that it's an antenna array? Well, it's obviously an antenna, since it's sending an receiving electromagnetic stuffs. It's listening to waves that come from the brain, and it's inducing neurons to fire in the brain by sending waves back at them. Check, it's an antenna. Why is it an array? Because it's not a single point. You wear trode nets, or nanopaste in a significant area around your head, NOT a single point. It can't be a single transmitter sending a single (arbitrarily complex) waveform, because that leads to the kill-everyone-on-the-planet problem. It's lots and lots of little transmitters, and if they know their own spacial relationship to each other they can do neat little tricks with interference (both constructive and destructive) and phase differences so that they can listen to and transmit to very specific areas in space. The precision of this array is based on two things. 1) wavelength, which we will go ahead and assume is arbitrarily small and precise without any negative effects. 2) number of elements in the array. See, a few transmitters can make a few hot spots or dead zones pretty much anywhere you want, but there are going to be side effects so you need to add more to cancel out the unwanted hot spots/dead zones, but you have to do that in a way that doesn't mess up your desired spots. In other words, the more complex you want your antennas potential pattern(s) to be, you need geometrically more transmitters. So to send/receive "brain-data" I'm figuring that you need A LOT. Easily millions and billions. But hey, no problem, they're molecularly small, individually use almost no power, and they're distributed across the trode net/paste. So this isn't a problem, it's simply a reasonable concession we have to make for this type of device to be remotely possible. No problem.

Now you do have to know the spacial relationship between the transmitter and the neurons, but assuming arbitrary computing power (which we will) each element in the array could listen to each other and figure out where they all are, potentially in real-time. I can't begin to imagine how much processing power would be required to do this with a flexible array, but again, lets just assume we have it, because otherwise we have to scrap trodes altogether, and I don't want to do that just yet. If you know the arrangement of the array, and you know what type of waves a brain is supposed to be making, then the trode net can listen and deduce where the neurons lay in relation to it. So even a paste full of microscopic transmitters could be smeared on the head and with a moment of self-calibration, function as an antenna array attached to your head and send/receive waves carrying "brain data" to and from any particular part of the brain it wants.

Geez this is long, I sure hope I have a point. So far my point is to explain, in very vague terms, how a 'trode net, if possible, MUST work. I'm staying vague because I want to remain in the realm of what physics says is possible and not get into the specifics of implementation.

Now I want to think about differences between doing this with an array which is physically very near to, and surrounding, the head, vs doing this from an unspecified distance. I'll say "across the room", but what I really mean is greater than or equal to a meter or so and smaller than infinity.

First: distance. I said smaller than infinity. The size and shape of an antenna array's beam pattern (and all possible patterns it can generate) depend very much on the physical arrangement of the elements in the array. Out at a distance of infinity, your fabulous array is really just a point source, albeit one capable of generating a very complex waveform; but still just a single waveform. (again reference kill-everyone-signal problem from earlier) So as you move your transmitter farther and farther away from the brain, it needs to be physically larger in order to do the same job. You could make a trode net 3m across which could affect someone sitting in the middle of it, except now what you're trying to affect is smaller relative to the arrangment of the array, thus you again need to add geometrically more elements. But that's okay, the thing is frickin' huge, we've got space, and we'll assume we've got power. Of course, as you move farther away you DO require more power and elements, and even if we're allowing that then you're VERY rapidly creating a device which can, if tuned slightly differently, just make a single hot spot in the middle of their brain and kill them with the energy rather than the "brain data", and that's a ray-gun, NOT a long-distance 'trode net.
Second: near-field vs. far-field. Say you have an antenna array which is approximately 1 foot in diameter, and you're transmitting to something far away. By "far", I mean more than a few feet, and continue to assume short wavelength. Whether you're 5 feet away or 5 light-years, the shape of that array's beam pattern is the same. You're in the "far-field", and so other than signal strength falling off with the square of distance, the shape of the field doesn't change. But inside a few feet, or even inside the antenna array you're in the "near-field" and the shape of the beam varies dramatically with position/distance. It's a completely different pattern. So going from near-field to far-field is not simply a matter of turning up the juice, you need a completely different system for tuning your array. I'd be willing to concede that you could have such a system with your arbitrary processing power, so I'm not going to belabor this point, I just want to mention that you can't go from near to far simply by increasing the power.

The real issue here is the rate at which the complexity of the array increases as you move the head out of the near-field and across the room. A trode net on your head is one thing. And I could even see a specially created very large trode net the size of a room which could affect anyone in the room, or maybe even a huge wall-sized dish that could affect someone within several meters of it but not actually surrounded (again, keep the signal strength small or it's a ray-gun). But those are huge macguffin sized plot devices. These are things that I can imagine at a shadowrun level of technology. But the way the complexity of this task ramps up with distance, the level of technology which can accomplish this same feat from across the room with handheld devices (without simply flash-boiling the person with the radiant energy) also has teleporters, replicators, brain-copying, and a warp-drive (if possible). Easily.

I'm not saying that it's impossible (impossible as in physics does not allow it in this universe), I'm just saying that the across-the-room trode net is countless orders of magnitude more complex of a problem than the on-the-head trode net, and I would be far more comfortable just saying "it's magic" or "I don't care, I don't need realism in my game" than allowing the across-the-room trode net to work. A complete, perfect, fully self-aware simulation at a neuron-level of a recently scanned human brain in real-time is a trivial problem in comparison.

I am sorry, but at my current level of understanding of the brain and of electromagnetics I cannot concede the across-the-room trodes at Shadowrun's technology level. I'd rather just say it's magic. In which case, technomancers can do it. wink.gif

Now as soon as you add proximal trodes, or a datajack, or anything which can communicate with another device with more conventional point-to-point data transmission, my argument vanishes and brain-hacking is cool. But brain-hacking the naked brain from across the room I just can't swallow. My loss, perhaps.
Now bring on the microwave ray-guns!

I hope this was clear. If anyone's still reading, I'd be happy to clarify any bits of it. I'm aware that I made some approximations/assumptions so as to make this only an incredibly long post and not a 4-year course, but if you feel that I've approximated or omitted something important, I'd be happy to talk about it.
eidolon
QUOTE (Doctor Funkenstein)
You misunderstood. I'm saying that's the reason why some GM's say that working a hacker in is difficult. Not because it actually is, but because extensive use of VR makes it so.

Gotcha.
Fortune
QUOTE (Gelare @ Nov 9 2007, 05:38 AM)
... there has never been an edition of Shadowrun - until fourth - where all the other archetypes gobbled up everything that made the hacker unique and interesting.  The person who did the hacking in the fluff was never a mage with an expensive commlink, it was someone with a crapload of very dedicated skills and very dedicated equipment.  And that's important.  It's part of Shadowrun's identity as a game

Bullshit. In previous editions it required one single Computer skill (possibly two with Electronics) and the deck from the first decker you kill, or just a purchased one if you prefer. If anything, SR4 has made the decker/hacker more of a unique 'class', having split the single Computer skill (and Electronics) into a multitude of smaller skills, making it tougher for any character not mainly dedicated to the task of Hacking to be competitive.

QUOTE
, and I know full well which game I'm playing.  Do you?


Do you really want to continue this? You started it, and I have responded in kind once. Are you willing to escalate things?

QUOTE
Do you actually mean to tell me that hackers as standalone characters shouldn't be viable in Shadowrun, given their rich history in the game setting?  If so, I'd love to hear your reasoning.


I never stated that 'stand alone hackers' do not, should not, or have never existed in the game! I claimed (or maybe just implied through lack of clarity) that if they did exist, they did so by choice, as they are all free to learn any and all non-magical skills (and even those in some cases) that any other character can learn. There are no 'class restrictions' that bar the hacker from being more than a hacker if they so chose to do so.

As to whether they are, and always have been viable as player characters has long been up to debate. All I can say is that, by far the majority of decker/hacker' PCs and NPCs that I have seen over the four editions have had other skills or ways to contribute to the game besides fiddling with tech.
deek
I've never seen a hacker or rigger not also be pretty capable with a gun. The only archetype I have every seen not be good at shooting things, has been a mage...

So, I'd agree with Fortune on this one, most characters that take a liking to hacking also have at least one other skill set that they use at least 50% of the time...in most games...
Eurotroll
Superbly said, Moon-Hawk, bravo. That has been the major beef with Frank's theories that I think even the people not disinclined to use his rules have been having a hard time accepting. I certainly wouldn't have wanted to swallow that particular prerequisite, but I do think that with the "brain-hacking waves from outer space" issues removed, we got something workable here that is reconcilable with standard SR fluff.
Moon-Hawk
QUOTE (Eurotroll)
Superbly said, Moon-Hawk, bravo. That has been the major beef with Frank's theories that I think even the people not disinclined to use his rules have been having a hard time accepting. I certainly wouldn't have wanted to swallow that particular prerequisite, but I do think that with the "brain-hacking waves from outer space" issues removed, we got something workable here that is reconcilable with standard SR fluff.

Wow, someone actually read all that? eek.gif Cool.
I tried to edit it and shorten it down, but it all seemed important. Just trying to be thorough.
I do agree though, that singular issue (and a few things stemming directly from it) are the only things about Frank's new rules that I don't like. For the above long-winded reasons.
Simon May
In arguments like this, we all make logical leaps. It's nice to see someone actually run through the logic of the argument for once, Moon-Hawk. Good job.
Eurotroll
QUOTE (Moon-Hawk)
Wow, someone actually read all that? eek.gif Cool.
I tried to edit it and shorten it down, but it all seemed important. Just trying to be thorough.
I do agree though, that singular issue (and a few things stemming directly from it) are the only things about Frank's new rules that I don't like. For the above long-winded reasons.

Yes, I did. Far too many people do the "skim and flame" these days, so I make a point of trying to move against that particular current of arguing on the internet. biggrin.gif

It helped that your point elucidated a specific part of my personal reservations re: brain hacking, that is, the distance part thereof. I've been arguing that it cannot be possible for reasons of bypassing ASIST altogether, which would make any sort of trode net or datajack unnecessary for interfacing with electronics (and hey look... is that a Technomancer I've just described? wink.gif ), but couldn't place my finger on the problem you so eloquently outlined.
Cthulhudreams
Isn't the premise of the ruleset under discussion that connecting your brain to a commlink and firewall actually restructures the way your brain operates and runs in your brain

Give that, which is a fundamental assumption of the rules as layed it, why are people making the stupid statement that they cannot see how the firewall proggie protects you from things trying to attack your brain! The firewall actually runs IN YOUR BRAIN and prevents other people trying to run programs IN YOUR BRAIN that cause you to have a seizure!
mfb
QUOTE (HappyDaze)
Who are you to say what is exception and what is rule?

it's not me saying what the exceptions and rules are. it's the setting. in the SR setting, dedicated hackers are, and always have been, important members of shadowrunner teams. not every team, sure, but a big chunk of them. if the rules have made it so that dedicated hackers are no longer important or even all that suited to shadowrunning, that clashes with the established setting.

QUOTE (eidolon)
And I disagree that you have to make major changes to the system to make hackers viable, but I've pretty much covered why already (although in which thread I'm unsure of at this point).

i don't play SR4 enough to know if hackers need to be fixed or not. i'm just trying to help Gelare get his point across, because it seems like a lot of people who have responded to his posts have misinterpreted them.
Red
QUOTE (Seven-7 @ Nov 8 2007, 03:58 AM)
QUOTE (mfb @ Nov 8 2007, 03:52 AM)
see my edited post, above, for more in-depth explanation of my point. as for bandwidth, I/O, space restrictions, hosts, UV, and decks, you'll notice they are all tied together by one common thread: the book says they've changed. nothing in the book says that trode nets have changed, except that you can now apply them in the form of nanopaste.

So first it's not possible, then it's possible from trode nets on your head, then it's possible with contact to the skin...

You're telling me it's more plausible that I can apply a paste to my skin, have my skin connect to my brain, have that as an effective enough connection to /sink into a virtual reality/...But you're opposed to blasting millions and millions of Brain Data from a transmitter 'ray gun'? You dont exactly need to get info back, just keep shoving the Black Hammer, Psychotropic IC, or what have you till they stop twitching.

That's called a microwave gun. No BrainData™ involved. And all the firewalls in the world won't stop that. That requires an insulator.

Really, people, what is so hard to understand? I have yet to see a single instance in the Core Books, or any novel, that suggests that computers can read billions of nerves, and trillions of nerve connections without close physical contact. DNIs make that happen. Trodes make it happen, even though some people don't buy the idea of trodes. But people let trodes slide because they are cool. But brain reading wands? And handwaving agents into non-existance just to make this brain hacking plausible? Come on.
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