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Platinum
QUOTE (Semerkhet @ Aug 17 2010, 02:55 PM) *
A corollary to my point about cyberpunk being present in all editions of Shadowrun. The simple definition of transhumanism is using science and technology to improve human mental and physical capabilities. By that definition Shadowrun has had transhumanist trappings from the very beginning. In SR4 the actual word transhumanist starts to get used because it has become a bit more prominent in SF culture, but Shadowrun has been about enhancing (meta)humanity with technology and magic since 1989.

So I really don't understand the notion that SR4 is ++transhumanism and --cyberpunk.


QUOTE (Semerkhet @ Aug 17 2010, 02:37 PM) *
What's your definition of "cyberpunk?" My understanding of cyberpunk is pretty well summed up by the first couple paragraphs in the wikipedia article:


Now, tell me which part of the above description does SR4 not fulfill that SR1-3 did fulfill? Shadowrun has always taken the focus broader than hackers for the protagonists and has never done more than dabble with noir but aside from those minor quibbles Shadowrun has had all of the signature elements of cyberpunk from SR1 to SR4A. While SR4 added a few transhumanist elements, I don't believe they removed any of the cyberpunk elements. Perhaps your bias against transhumanism, as evinced by your use of "transemo", is coloring your perception of SR4.

As an aside, what do you even mean by "transemo?" All I understood was that you meant it to be negative.


Perhaps it is my coloured perception of SR4 but here is how I see things being different. In sr1-3 characters grafted huge chunks of metal and technology onto their body in order to advance. sr4 seems to have characters integrate technologies within their bodies to get to the next level (Nanies, gene splicing). one is external one is internal. It started with 3rd edition, when they allowed ghouls, and vampires as playable characters, with the changes to regen. The other thing with later versions of sr is that magic has be cranked up to 11, and has displaced technology for augmentation, it started with Otaku, then excellerated with technomancers and mages who get more powerful through possession. All this points to a going beyond humanity that sr 1-2 never touched. That is how it is more transhuman than cyberpunk. It will be even more so once sr4 embraces cyberbrains, cyborgs and full digitization to the matrix.

It's not cyberpunk because the "cultural fermentation" has left for warring pantheons (dragons and new megacorps). I haven't heard of acid rain, burnt out cars, smog and neon for a dog's age. The feel of megacorporations has even changed.

QUOTE (tete @ Aug 17 2010, 03:04 PM) *
Personally I see cyberpunk as an offshoot of trans-humanism that focuses on the world sucking and technology eating away at your soul rather than helping you become something more. Trans-humanism (evolving human, becoming more than human) can be found in Philip Dick novels, cyberpunk just takes these ideas and looks at them through the eyes that becoming more than human isnt a good thing. D&D is ultimately a Trans-humanist game, where when your hit epic level you are becoming more than human.

It's transhuman in definition, but not the SF genre that has grown in prominence.

QUOTE (Mooncrow @ Aug 17 2010, 03:11 PM) *
Well, SR has always been about exploring both, imo. Cyberzombies and ghouls side by side with the street sams and mages. I guess if those are your definitions I would have to say that SR has always been a little on the tranhumanist side of things though; Dunklezhan's fascination with metahumanity in large part stemmed from the potential he saw in technology to be a force for good, rather than the purposes we were using it for.


Some of it is technology. Much of it is magic and contageon based. I know I hear more about ghoul and zombie based shadowrun games than I do anarchistic or corporate espionage. Maybe the old themes are boring, and the new ones fit more of the video game generation, it just seems to be a flavour that lost it's pink mohawk.

QUOTE (Kruger @ Aug 17 2010, 03:33 PM) *
I dunno. Just because players have often opted out of the noir setting doesn't mean the game did. Heck, they kept the Private Investigators/Detective around long after it was pretty obvious nobody used those characters. The original Into the Shadows anthology starts with a short story about a former cop turned investigator and maintains a very film noir tone to it.

You look at the older published adventures like Mercurial, Dreamchipper and even Killing Glare from 1993. All have very noir-esque elements to them. Looking after a famous dame while investigating who wants to kill her and why. Hookers being murdered, seedy underworld locations, classic detective work. Two old criminals who've abandoned their pasts get outed by an old friend turned enemy and the protagonist(s) have to determine what's truth and what's perception? Sound pretty noirish to me, not just dabbling.

THe problem is, players have typically glossed over and abandoned the noir setting because, honestly, most of them probably just aren't familiar with the genre and were enticed by the cyborgs and wizards. It's not really a bad thing, as everyone has their play style. But the original FASA setting stuck to its roots.

I don't think that sr4 is any less of a game, I think that it just has a completely different flavour from sr 1,2, and start of 3. It seems to deny the fact that it has changed in an attempt to be all things to all people. Yes we can shoehorn punk into sr4, but out of the box, it has become something else.

QUOTE (Mooncrow @ Aug 17 2010, 03:48 PM) *
Well, first to clarify noir =/= cyberpunk; so new discussion direction.

I will agree that they've toned back the noir elements, but that's not the same as making it anti-noir. All of the basics are there if you want to run a noir campaign. I would suspect that it's fallen by the wayside due more to the fact that most people don't enjoy playing the "classic" noir style for more than a few games. Most roleplayers tend to play more for catharsis than "roleplaying" per se. And noir campaigns don't typically offer much of that.

Just my theory on it. I did enjoy the Maltese Falcon bit in the 4A book though wink.gif

I don't think anyone is saying they are anti-noir or anti-cyber punk. but they just have thinned those elements so much that you can't really say that they are.

QUOTE (tete @ Aug 17 2010, 03:56 PM) *
this all boils down to that in SR1 we had a very strong NAN love, Cyberpunk, Noir, Pink Mohawk game that over time has toned it down. By the time SR3 came around it had already changed and SR4 was an even bigger change. I really feel the parallels to what happened to Forgotten Realms are strong only the SR devs didnt dial the changes up to 11(like the D&D devs) more like 4 or 5. Its still Shadowrun at the core even if its missing many of the bits I found most interesting. Most of those bits are still valid and could be shoehorned back in but why bother, as long as I can still find people willing to play 2e smile.gif

I miss the NAN influence. Also the threat of Japanese takeover and influence are gone. They seem, more arms length. I miss the old lingo. Somehow it made shadowrun a little more crunchy. Just switching to everyday swearing made shadowrun more bland.

QUOTE (sabs @ Aug 17 2010, 04:01 PM) *
I still don't get what you say is missing in 4E?

Strong NAN love? NAN is still there, it still controls huge chunks of North America. It's still a major player in Seattle, Denver.
Cyberpunk - how exactly did they dial down the cyberpunk? Barrens, Gangers, Chromegangs, Powerful Haves, sheepish followers, destitute have nots. Megacorps running roughshod over local gov.
Pink Mohawk? have you read the LA source book smile.gif It's got Mohawk galore.
Noir.. it's still there. The Investigator is still part of the game. None of the fluff or the crunch took any noir away really.

None of these elements get any real face time from what I have read. They don't seem to get any mention in adventures.

QUOTE (Bira @ Aug 17 2010, 04:01 PM) *
I can't really speak for SR1, but I'm pretty sure VR2.0 was a complete overhaul of the Matrix rules you found on the SR2 corebook. I think the first Virtual realities was the same for SR1. So yes, they didn't change as frequently as I initially thought, but there are enough complete overhauls of the Matrix system in the game's past that it's not really a surprise that it happened again.

As for Krug's "you've been doing it wrong" remark, well, I haven't been doing it at all, really. As I said, my preferred SR rulesystem is GURPS biggrin.gif. I was just repeating what seemed to be the online consensus on Matrix rules from the days of SR2 and 3: "it's boring, it's too complex, use a NPC decker", etc.

Regarding Ghost in the Shell, I was actually referring to the first manga, from way back in 1995. There was plenty of hacking there, though not all of it was wireless. SAC itself has AR and wireless networking in general as a much more important element of the story. Everyone in that setting has an implanted commlink with a lot of extras, and one of the main antagonists managed to get away with a public act of violence by disguising his face and voice with an AR overlay (forcibly inserted into every surrounding commlink via hacking).

VR2 was a new set of mechanics and changed from corebook, it was mirrored in 3e. 1e and 2e corebook were similar. I think the perception was that it was going to be hard, and most people skipped it because there wasn't the incredible walkthroughs to teach people like there was in 3e. 4e would suffer from the same issues, but there is more of a community and hand holding. Before you simply bought the book and tried learning it with your group. (the internet wasn't as developed as it is now)

Did anyone else think that the major GitS was a mary sue? Like a Talon squared. I haven't read, but watched every release. Sometimes it was balanced and cool, the other times, there were epic characters that would basically do anything they wanted to. Too often I had to suspend all belief because the plot was so over the top rediculous. Hacking everyone's commlink while you are running from cops? Come on. Not only that, but not everyone would have a commlink, yet somehow they were all hacked too. AR is a cool concept and will continue to develop. As will wearable computers. The problem lies with people exploiting things, so much that they become unweildly.


QUOTE (Cain @ Aug 17 2010, 04:35 PM) *
Think of it this was. What was the tagline for Shadowrun 1-3?

"Where man meets magic and machine"

I don't know whether that's transhuman or cyberpunk, but I do know that it's about what happens when you push too far past being human.

This element is sadly lost in SR4, where it's about... something. I can't figure out what.
Have to give props to this point. It's just well put.
Mooncrow
QUOTE (Platinum @ Aug 17 2010, 04:56 PM) *
Did anyone else think that the major GitS was a mary sue? Like a Talon squared. I haven't read, but watched every release. Sometimes it was balanced and cool, the other times, there were epic characters that would basically do anything they wanted to. Too often I had to suspend all belief because the plot was so over the top rediculous. Hacking everyone's commlink while you are running from cops? Come on. Not only that, but not everyone would have a commlink, yet somehow they were all hacked too. AR is a cool concept and will continue to develop. As will wearable computers. The problem lies with people exploiting things, so much that they become unweildly.


The rest of your post I'll agree with your points, in that I concede that there have been changes made to what elements receive the most page time. Heck, I miss NAN stuff too =/

But the quoted part just happened to hit a major peeve of mine - though I know it's common, but mary sue has to be the worst, most misused phase in the English language now. The Major is no where even close. As for the rest, well, there are explanations; but I would have to re-watch the series before I felt on solid ground arguing about them though^^
Tymeaus Jalynsfein
QUOTE (Kruger @ Aug 17 2010, 11:27 AM) *
But it's irrelevant in the end, because nothing about the new system makes the Matrix portions of the game run faster. They'll still be glossed over like they always were. Or, if they are done right, still take extra time that has to be managed. Or, if managed poorly, take up a lot of extra time the other players don't participate in. But if managed correctly, can typically be run concurrently with the rest of the action.


Hacking in 4th is SO much faster than it was before... At our table, we have successfully integrated the Matrix with Physical actions seemlessly... we have no issues and the Flowe of the game is smooth... after all, Hacking is no longer done at the spped of thought, removed from the actions of the physical... they are all equal now... Free, Simple and Complex...

I guess we manage it "Correctly" as you pointed out so eloquently... wobble.gif
Toloran
QUOTE (Tymeaus Jalynsfein @ Aug 17 2010, 04:11 PM) *
Hacking in 4th is SO much faster than it was before... At our table, we have successfully integrated the Matrix with Physical actions seemlessly... we have no issues and the Flowe of the game is smooth... after all, Hacking is no longer done at the spped of thought, removed from the actions of the physical... they are all equal now... Free, Simple and Complex...

I guess we manage it "Correctly" as you pointed out so eloquently... wobble.gif


I have to say, that was my biggest peeve with the older editions of Shadowrun (and CP2020 for that matter): The non-hackers/deckers/whatever-they-call-themselves basically took a nap while the internet/matrix guru did his thing and it was generally the opposite the rest of the time. This is NOT a good thing since a bored player is a player more likely to pull shenanigans when they finally get to do something.

In any case: My favorite version is SR4. The above reason was part of it, but it was also because I have a hard time finding players who enjoy the 80s Cyberpunk aesthetic. It is a LOT easier to get people into the newer "Modern" cyberpunk then the 80s cyberpunk.
Rock N Roll
QUOTE (sabs @ Aug 17 2010, 09:01 PM) *
I still don't get what you say is missing in 4E?

Strong NAN love? NAN is still there, it still controls huge chunks of North America. It's still a major player in Seattle, Denver.
Cyberpunk - how exactly did they dial down the cyberpunk? Barrens, Gangers, Chromegangs, Powerful Haves, sheepish followers, destitute have nots. Megacorps running roughshod over local gov.
Pink Mohawk? have you read the LA source book smile.gif It's got Mohawk galore.
Noir.. it's still there. The Investigator is still part of the game. None of the fluff or the crunch took any noir away really.

What's missing? The classic deckers/riggers that were 'borrowed' from (somewhat) popular fiction. I don't get the Neuromancer or Hardwired vibe from S4. Those were part of the whole world and, without them, the world isn't the same.
sabs
Yes.. Johnny Neumonic makes no sense in SR4.. and that makes me sad
Acme
If it makes you feel better, Johnny Mnemonic barely made sense in 1e/2e. nyahnyah.gif
phlapjack77
The short story or the movie?

Movie didn't make sense in any edition of anything smile.gif

On-topic: Maybe one of the aspects of cyberpunk is how limited the access to the matrix is - you need a specialist for that. The Net is a big, scary place. "Transhumanist", everyone everywhere is connected, you might need a specialist for really dicey stuff but in general everyone is pretty well comfortable with being online all of the time.

Whoah! </keanu>
tete
QUOTE (Tymeaus Jalynsfein @ Aug 18 2010, 12:11 AM) *
Hacking in 4th is SO much faster than it was before...


How many Nodes do your systems have, typically? I ask because at leased according to the SR4A book, every device is a node which doesn't seam any less than ye old 1e map other than its one paragraph rather than this huge map thing.
Darkeus
QUOTE (Platinum @ Aug 17 2010, 05:56 PM) *
I miss the NAN influence. Also the threat of Japanese takeover and influence are gone. They seem, more arms length. I miss the old lingo. Somehow it made shadowrun a little more crunchy. Just switching to everyday swearing made shadowrun more bland.



Heh, I refuse to change the lingo and the unique slang from previous versions of Shadowrun. If there is one thing that I have to hate on 4th edition for is trying to change the lingo. For me, it is still chummer, drek, fraggin and all of those other wonderful made up words.

Now that is what seemed to change SR for me. But then again, I can change what I want in my own campaign so you know, I just changed it back and Wolla! Lingo change never even happened.

Cain
QUOTE (tete @ Aug 17 2010, 09:07 PM) *
QUOTE
Hacking in 4th is SO much faster than it was before...

How many Nodes do your systems have, typically? I ask because at leased according to the SR4A book, every device is a node which doesn't seam any less than ye old 1e map other than its one paragraph rather than this huge map thing.

Personally, I still encounter the Pizza Problem unless I do exactly what I did before. Decking in 4.5 is just as slow and cumbersome as any previous edition, in my book. Maybe I'm doing it wrong, but I have a sneaking suspicion I'm actually doing it right, and that's the problem.
Bira
QUOTE (Platinum @ Aug 17 2010, 06:56 PM) *
Did anyone else think that the major GitS was a mary sue? Like a Talon squared. I haven't read, but watched every release. Sometimes it was balanced and cool, the other times, there were epic characters that would basically do anything they wanted to. Too often I had to suspend all belief because the plot was so over the top rediculous. Hacking everyone's commlink while you are running from cops? Come on. Not only that, but not everyone would have a commlink, yet somehow they were all hacked too. AR is a cool concept and will continue to develop. As will wearable computers. The problem lies with people exploiting things, so much that they become unweildly.


The Major and some of the antagonists are indeed badass, but they're not Mary Sues at all. This is a series about a special unit that would make the Tir Ghosts look like pansies, going against opponents even they have difficulty facing (basically, large conspiracies). A real "Mary Sue" is very different from this. You know Zap Brannigan from Futurama? If his own opinion of himself was true, he'd be a Mary Sue. Anything less than that is not.

In SAC, hacking everyone's commlink like that is indeed almost impossible. That someone was able to do it at all is considered scary by just about everyone in the setting - in other words, a major plot hook. As for "not everyone would have commlinks", that's a much rarer occurrence in the GitS setting than in Shadowrun. Remember, one of the main setting points of Ghost in the Shell is that everyone has a cyberbrain (an implanted commlink). "Unmodified human" in GitS means "someone who has no implants other than a cyberbrain". They did find a single bum who didn't have one and was at the scene, IIRC, and that was one of the major leads in the case.
Bira
QUOTE (tete @ Aug 18 2010, 01:07 AM) *
How many Nodes do your systems have, typically?


One. "Every device is a node" means you should usually only need to hack one node to do something useful, IMHO. Need to unlock a door? Hack the lock. Need to mess around with a camera right now? Hack that camera. That would be the main difference between the SR1/2 approach and SR4, I think. Early run sites would have a single mainframe with a sprawling system map mostly full of components that were meant only as obstacles, set up in such a way that a decker would have to crawl through most of them in order to complete the mission.

SR4 run sites seem to me like they should usually be designed with lots of nodes spread around, each one of them doing something useful and requiring comparatively little game time to hack. Having no more speed bump SPUs or red herring data stores to chase should make things a little quicker for the hacker and the rest of the party.
deek
QUOTE (Cain @ Aug 18 2010, 02:23 AM) *
How many Nodes do your systems have, typically? I ask because at leased according to the SR4A book, every device is a node which doesn't seam any less than ye old 1e map other than its one paragraph rather than this huge map thing.

Personally, I still encounter the Pizza Problem unless I do exactly what I did before. Decking in 4.5 is just as slow and cumbersome as any previous edition, in my book. Maybe I'm doing it wrong, but I have a sneaking suspicion I'm actually doing it right, and that's the problem.

Pizza Problem here to. I get that hacking can go on at the same time as physical actions, but at my table, the hacker rarely ever hacks during party combat. He hacks when the rest of the party is sitting in their apartment, or while the rest of the party is at a bar or while they are driving to a meet.

Its hacking outside of combat that is the problem...if you follow the rules. Its a time sink. In combat, hacking is at least spaced between the rest of the players's actions and doesn't seem so boring.
deek
QUOTE (Bira @ Aug 18 2010, 07:45 AM) *
One. "Every device is a node" means you should usually only need to hack one node to do something useful, IMHO. Need to unlock a door? Hack the lock. Need to mess around with a camera right now? Hack that camera. That would be the main difference between the SR1/2 approach and SR4, I think. Early run sites would have a single mainframe with a sprawling system map mostly full of components that were meant only as obstacles, set up in such a way that a decker would have to crawl through most of them in order to complete the mission.

SR4 run sites seem to me like they should usually be designed with lots of nodes spread around, each one of them doing something useful and requiring comparatively little game time to hack. Having no more speed bump SPUs or red herring data stores to chase should make things a little quicker for the hacker and the rest of the party.

Okay, so lets look at "hack the lock" or "hack that camera".

First you have to find the node. If its active or passive, you need no rolls, as its evident. If its hidden, you have an Extended Test to complete, which could easily be 3-5 sets of rolls from the hacker.

Okay, so you find the node, not you need to hack in on the fly. Now we have an Opposed Extended Test. Maybe you get it in one roll, but likely you'll need 2 or 3 rolls. Double that, as the GM is rolling against you to determine if an Alert was triggered.

Okay, so now you are in and there is no alert (best case scenario). The GM may roll an analyze for the node, may have some scripts to follow, there may be some IC or a spider... but let's say there is none of that, its just the hacker and the node. The hacker may need to spend some actions dumping some programs only used for hacking on the fly and load other ones. Maybe he needs a Matrix Perception to get some node states or identify the way to unlock the door or drop the camera feed. Assuming the hacker only has to perform an on/off, then there is an Edit roll to flip that switch (again, a best case scenario).

Okay, so the door is unlocked or the camera is off. Does the hacker want to keep the node in his subscription list? Probably not. Does he want to clean up the Access Log. Maybe, or yes if the GM has burnt him on that. So we have another Extended Test and a few more rolls.

So, a "simple" hack, with no opponents, in a simple node to basically just flip a swtich is what, a half dozen to a dozen different rolls by the player and about half that for the GM? Throw a single logical defensive measure, and IC or an extra Analyze by the node and you probably double or triple the amount of rolls needed.

I agree, a single node is a simple concept. And all of the matrix rules seem to be fairly straighforward and simple when individually inspected. But the "system in action" is a time sink. A boring time sink. And one that excludes the rest of the party most of the time.

But, I still like SR4 the most...just saying:)
tete
QUOTE (Bira @ Aug 18 2010, 12:45 PM) *
One. "Every device is a node" means you should usually only need to hack one node to do something useful, IMHO. Need to unlock a door? Hack the lock. Need to mess around with a camera right now? Hack that camera. That would be the main difference between the SR1/2 approach and SR4, I think. Early run sites would have a single mainframe with a sprawling system map mostly full of components that were meant only as obstacles, set up in such a way that a decker would have to crawl through most of them in order to complete the mission.

SR4 run sites seem to me like they should usually be designed with lots of nodes spread around, each one of them doing something useful and requiring comparatively little game time to hack. Having no more speed bump SPUs or red herring data stores to chase should make things a little quicker for the hacker and the rest of the party.


I get what your saying but you could just hack the device in SR1/2 as well, you never had to go through the SAN, CPU, SPU, etc if all you wanted to do was open the door in front of you. The old trick was to hop on some guys terminal then shut all the cameras down. The only "crawl" was because the Decker would rather sit safe at home rather than go in with the team. If you have to pull some data off a server (assuming its hooked up to the matrix) would you rather hack it from home or have to go into the building and defeat cameras and locks. I will say the maps are intimidating and the SPU was just stupid because it was just there to screw the decker.

[edit] I'm not saying SR1/2 was better just that SR4 isnt an significant improvement IMHO, at leased where hacking is concerned. Our SR1/2 "fix" was used to only have the CPU and lower the time needed for a passive alert and have all combat rounds be the same length of time (yes I'll admit 4e has an advantage there to)
sabs
We need improved "legwork" matrix rules.
So, if you need a couple of lame fake id's, and licenses
Pulling up information on someone etc.

If you feel the hacker is asking for information that should be protected.. then do one of two things.
1) setup a seperate session where you and the hacker can do solo-hacking
2) make it a legwork run. The team has to get the hacker into the local office of Blah so he can be close enough to do some hacking

There's nothing wrong with mini-runs to gather information, setup details, etc.

Use the spoofing lifestyle rules for ideas on how to shortcut legwork.
If the hacker says:
GM, I want to setup a fake reservation and pickup a car remotely.
You could:
a) do a full 40 minute run against the AVIS system, etc, etc
b) You could have him make a logic+exploit perhaps. Against a Threshhold of the security rating of the place.

You let other people do legwork rolls by rolling their contact dice. This is the same.
Semerkhet
QUOTE (sabs @ Aug 18 2010, 10:28 AM) *
Use the spoofing lifestyle rules for ideas on how to shortcut legwork.
If the hacker says:
GM, I want to setup a fake reservation and pickup a car remotely.
You could:
a) do a full 40 minute run against the AVIS system, etc, etc
b) You could have him make a logic+exploit perhaps. Against a Threshhold of the security rating of the place.

You let other people do legwork rolls by rolling their contact dice. This is the same.

I admit I use shortcuts similar to what you're talking about. In fact, I had a situation in my game where the hacker wanted to hack the system of a landscaping company (that had the contract for the upscale and patrolled neighborhood of their mark) so that he could dispatch a truck but not assign any employees to it. He then proposed to hack the designated truck from just outside the company's motor pool to get it to drive itself out to where the team was waiting.

If this scenario were played out strictly according to the rules the hacker would be making a lot of rolls to penetrate, make changes, and cover his tracks. However, this is a random landscaping company we're talking about. They don't budget for high-threat IC or a Spider on duty at all times and they certainly don't man their motor pool gate with an actual live person. So it's going to be a long series of rolls in which the hacker is 95% likely to succeed. In this case I boiled it all down to a couple of "representative" Tests of the relevant skills and programs. He succeeded and we moved on with the actual operation to get into the target's house without raising alarms.

On a different occasion the hacker was attempting to break into the system of Wuxing's Seattle headquarters to add in a couple of fake employees to the security authorization list. For this encounter we played the whole thing out according to the rules. That ended up taking a good fifteen minutes, but the rest of the players were riveted as the hacker triggered an alert and then played cat and mouse with the Spider and IC to get his changes made, cover his tracks, and get out before the Spider found him. With mad skillz and some luck, he succeeded. The encounter was a vital part of the overall shadowrun and no one begrudged the time spent on it.

I guess what I'm saying is that GMs need to use their judgment about when to use the whole rule set and when to use a quick resolution mechanic of some kind. This stratagem also applied in previous editions of SR, but for some reason creating systems and running a decker through them always seemed like more of a chore than in 4th edition. It's been long enough since I ran 3rd (or earlier) edition that I frankly can't say what it was precisely that had me using NPC deckers all the time.
tete
QUOTE (Semerkhet @ Aug 18 2010, 05:54 PM) *
It's been long enough since I ran 3rd (or earlier) edition that I frankly can't say what it was precisely that had me using NPC deckers all the time.


If I could hazard a guess it would be layout and indexing. FASA had terrible indexes and many rules had you bouncing around to figure out what your supposed to do. Take fighting critters in 2e, where your bouncing from critters to combat to magic back to combat etc with little to no index help. 3e wasnt AS bad but it wasnt good either.
Semerkhet
QUOTE (tete @ Aug 18 2010, 11:02 AM) *
If I could hazard a guess it would be layout and indexing. FASA had terrible indexes and many rules had you bouncing around to figure out what your supposed to do. Take fighting critters in 2e, where your bouncing from critters to combat to magic back to combat etc with little to no index help. 3e wasnt AS bad but it wasnt good either.

As an aside, Aaron Pavao's cheat sheets helped us immensely in getting our sea legs for 4th edition.
Platinum
QUOTE (deek @ Aug 18 2010, 11:05 AM) *
Pizza Problem here to. I get that hacking can go on at the same time as physical actions, but at my table, the hacker rarely ever hacks during party combat. He hacks when the rest of the party is sitting in their apartment, or while the rest of the party is at a bar or while they are driving to a meet.

Its hacking outside of combat that is the problem...if you follow the rules. Its a time sink. In combat, hacking is at least spaced between the rest of the players's actions and doesn't seem so boring.


This is the case when the party splits up to do legwork or go shopping as well. Some characters will take an hour smoozing up their contacts for gear or information. Funny that people don't complain much about that.

QUOTE (sabs @ Aug 18 2010, 12:28 PM) *
We need improved "legwork" matrix rules.


This is true for all additions. One thing that has been really looked over is the amount of free information that is out there that is waiting to be spidered and cross referenced. There are some sites out there today that will tell you each job someone has had, what conferences they spoke at, and sites where they post. And that isn't even close to what the government stores on people. They have images files by gig on people which can be processed to make a full 360 of someone, what friends they have on different networking sites, all their employment history and psychological profiles.

I was thinking about getting an eye camera for my sammie so that he can take a picture of someone, do and image scan and do background checks on Johnsons, targets, etc. How many people have active agents that they house in a server farm to mine data for runs? These are total money and times sinks that would be incredible assets to runners, but don't have any mechanics that I can find. Would be nice to know that Johnson 1 says he's from Ares but is really from Renraku, is trying to make a play for a director position his boss currently holds, has been photographed in public with 3 different mistresses, his wife is a Dr that is being sued. Etc etc etc. There are webs of information out there and connect by thin threads.

QUOTE (Semerkhet @ Aug 18 2010, 01:09 PM) *
As an aside, Aaron Pavao's cheat sheets helped us immensely in getting our sea legs for 4th edition.


I need to clear some of the commitments to shadowrun projects off my plate so that I can commit to more projects like this as well. Just want to do it for previous editions to breath some life back into them.

Dwight
QUOTE (Platinum @ Aug 18 2010, 11:46 AM) *
Some characters will take an hour smoozing up their contacts for gear or information. Funny that people don't complain much about that.


I would if it happened at a table I was at! If the other players weren't involved, if we didn't keep the scenes short and to the point? There would be pointed OOC discussions.

Further contributing to the trouble in the past is that in the Matrix non-deckers were far worse than non-contributors, they were huge mainframe-sized, fragile, boat anchors if you brought them along. This contrasts to meets in the meat world it was easier to have roles for the other characters ('get away' in the car), muscle ready to bust in if things go sideways, signal ops to snoop and run security, deckers to run info searches (clearer single-roll friendly in SR4) realtime to feed the face info to work with.

The non-contribution problem with the Matrix hasn't entirely gone in SR4 but the barrier to contribution has lowered.
Tymeaus Jalynsfein
QUOTE (Cain @ Aug 18 2010, 12:23 AM) *
How many Nodes do your systems have, typically? I ask because at leased according to the SR4A book, every device is a node which doesn't seam any less than ye old 1e map other than its one paragraph rather than this huge map thing.

Personally, I still encounter the Pizza Problem unless I do exactly what I did before. Decking in 4.5 is just as slow and cumbersome as any previous edition, in my book. Maybe I'm doing it wrong, but I have a sneaking suspicion I'm actually doing it right, and that's the problem.


I don't know, as I do not sit at your table, but we have been running integrated games from the start... it DID take a bit of time for everyone to learn the rules a bit, but once that happened, it was off to the races... wobble.gif

In a similar vein, On ocassion, we run Resonance Quests (or Astral Quests for the Mages) and everyone participates on those, so every once in a while, we have a single session for Quest purposes... and it keeps every one involved, so no pizza time...
Cain
QUOTE (Tymeaus Jalynsfein @ Aug 18 2010, 04:29 PM) *
I don't know, as I do not sit at your table, but we have been running integrated games from the start... it DID take a bit of time for everyone to learn the rules a bit, but once that happened, it was off to the races... wobble.gif

In a similar vein, On ocassion, we run Resonance Quests (or Astral Quests for the Mages) and everyone participates on those, so every once in a while, we have a single session for Quest purposes... and it keeps every one involved, so no pizza time...

Whenever I've been forced to play by the rules (Missions games, mostly) I've run into the Pizza Problem. The decker does his thing while everyone else goes out for pizza. I've found that decking in the middle of a firefight is basically pointless, for the reasons stated above-- too many rolls to achieve too little. I *do* like running Astral Quests for otaku, but that depends on a player comprehnding the bad SR4.5 rules on otaku-- one of the few places they went wrong, IMO.

I suspect that you have as many "house rules" as I do, whatever you choose to call them. Call it "bending the rules", "interpretations", or whatever you prefer. It amounts to the same thing.
tete
QUOTE (Cain @ Aug 19 2010, 02:10 AM) *
Whenever I've been forced to play by the rules (Missions games, mostly)


... or most of the prewritten adventures where if you played by the rule the hacker had their own chapters! LOL
Tymeaus Jalynsfein
QUOTE (Cain @ Aug 18 2010, 06:10 PM) *
Whenever I've been forced to play by the rules (Missions games, mostly) I've run into the Pizza Problem. The decker does his thing while everyone else goes out for pizza. I've found that decking in the middle of a firefight is basically pointless, for the reasons stated above-- too many rolls to achieve too little. I *do* like running Astral Quests for otaku, but that depends on a player comprehnding the bad SR4.5 rules on otaku-- one of the few places they went wrong, IMO.

I suspect that you have as many "house rules" as I do, whatever you choose to call them. Call it "bending the rules", "interpretations", or whatever you prefer. It amounts to the same thing.


I would be willing to bet that when you are "Forced" to follow the rules for Hacking (Your words) that some component of that is lacking somewhere, likely either your understanding or the GM's understanding of the ruleset. I do not agree that hacking during a firefight is pointless... we have done it many, many times since SR4 arrived. As I said earlier, once everyone is on the same page, then it proceeds just as fast as a running gunfight in the physical... It did take a while for us to arrive at the fluidity that I talk about, and even now, when we have a new person playing a Hacker/Technomancer we take the time to make sure they are up to speed...

The biggest complaint I have heard from people playing SR4 about the Hacking system is that it is not realistic. If you can ignore the realism comparison (It is NOT realistic), and play the game the way it is written, many of the roadblocks encountered in understanding the rules just fade away (at least in my experience).

Though, it sounds like we both enjoy our games, so there is really nothing else to say about that, I would guess. I know a lot of individuals who alter the rules to satisfy their tables... each his own, as long as it is fun for everyone... smokin.gif
phlapjack77
I too am in the camp of finding the hacking rules slow and confusing, not at all easy to follow during a firefight.

Tymeaus, would you be able to give examples or "flowcharts" of how your group has arrived at it's use of the hacking rules? It sounds like ya'll are really able to have fun with them. I'd appreciate any advice you and your group have on the subject. Like, when you say everyone is on the same page, what page is that exactly? SR4a or SR4 ? smile.gif
Cain
QUOTE (Tymeaus Jalynsfein @ Aug 18 2010, 08:09 PM) *
I would be willing to bet that when you are "Forced" to follow the rules for Hacking (Your words) that some component of that is lacking somewhere, likely either your understanding or the GM's understanding of the ruleset. I do not agree that hacking during a firefight is pointless... we have done it many, many times since SR4 arrived. As I said earlier, once everyone is on the same page, then it proceeds just as fast as a running gunfight in the physical... It did take a while for us to arrive at the fluidity that I talk about, and even now, when we have a new person playing a Hacker/Technomancer we take the time to make sure they are up to speed...

No, I suspect the problem is that we understand it perfectly.

As Deek pointed out, hacking the opposing guy's smartgun in combat takes six to eight rolls, minimum. That's assuming virtually no security, such as IC on the node, or tricks such as slaving. That could double or triple easily if the enemy is competent and your rolls are mediocre. Six to eight rolls is six to eight actions in combat. At absolute best, you're going into a second combat round just to turn off his gun for a second. By that point, your samurai will have shot him repeatedly.

So, combat hacking the other guy's equipment is not a viable tactic. It takes too many actions to pull off properly.
Tymeaus Jalynsfein
QUOTE (phlapjack77 @ Aug 18 2010, 09:17 PM) *
I too am in the camp of finding the hacking rules slow and confusing, not at all easy to follow during a firefight.

Tymeaus, would you be able to give examples or "flowcharts" of how your group has arrived at it's use of the hacking rules? It sounds like ya'll are really able to have fun with them. I'd appreciate any advice you and your group have on the subject. Like, when you say everyone is on the same page, what page is that exactly? SR4a or SR4 ? smile.gif


Currently we use SR4A RUles with Unwired Support.

Hacking Rolls are as the Book... Skill + Program + Any modifiers (This is usually COntested, as most Hacking type rolls are)
We do not use Logic in our Calculations (Though I would like to use the Optional Rule for Hits capped at Logic, not everyone agrees)

Systems are rated from 1 to 6+, as normal, with Harder systems at the 6+ Range (Obviously)
Physical Intrusion is the Norm for our group, as we are experienced enough to easily bypass more insignificant Systems (Anything 3-4 or below)

Systems are generally layered (And are not always on the Matrix), and there are generally multiple points of access if using the Phsyical Intrusion method (Terminals, Security Office, Executive Office, etc.)... On systems that ARE connected to the Matrix, there are usually a few (At least one, but often two or three) Matrix Chokepoints into the systems (for Offsite Security HAckers, or remote operations personnel). Once in (Regardless of method), subversion of the System commences. My Character (A Cyberlogician Character) uses Worms, Agents, Trojans and even Virii to subvert the system, depending upon my mission parameters. First step is to neautralize Security Systems and control the Doors and locks. This may take some time, or not, depending upon Node opposition/composition and luck of the dice (And how many layers deep it is located). If I am discovered in any Given Node, I drop a Baitworm and attempt to evade. If evasion does not work, I engage the Spider/IC and hope to survive.

Our Technomancer is often very useful here, as he can Skinlink the door/device locally and just override, though it does not always work out that way. He has a hard time with Locating WIreless Nodes and with Databombs... Oh well, what do you do.

Typical System tasks are as follows (Assuming that Social Engineering/Thuggery has been unsuccessful; This is our FIrst option gnerally)...

Detect Node
Matrix Perception (Analyse the Node)
Decrypt (If Encrypted... Usually is)
Defuse (If there is a DataBomb, Data Bombs are cheap after all)
Gain Access with Appropriate Access Rights (Actual On-the-fly Hack)
Matrix Perception to analyze the Node
Browse Node Architecture
Move deeper into the System if Required, performing the above tasks as required and in that order, until you reach the target node.

If opposition is in the node, attempt to stealth past.
If Alarm goes Active, Attempt to disable Alarm and continue Mission; or combat the Node Response Team (IC/Spiders) It is not always beneficial to log out and try again, especially in the middle of a run.

I am sure that I have forgotten a step or two in there somewhere, dependant upon what actually happens in the various nodes, but that is a general idea... Many of these actions take a turn or so to successfully complete (Some a Phase or two, sometimes longer; Dice are capricious sometimes)... If I was able to tap early and get a Slow Hack intot he SYstem, then I will have left access pints and legitimate Access ID's in the system, so that I did not have to hackl on Fl;y, and have some basic access that is "Legitimate." Systems vary on how well this works, of course.

So, in our group at least, we have a Crime Boss (Triad) who has a lot of clout and 2 passes Physical, a Technomancer who has 3 passes (Meat or Hot), a Street Samurai with 3 passes, a Amge with 3-4 Passes, and another Melee/Throwing Street Sam with 3 Passes. My Cyberlogician has 5 passes. Hacking goes pretty quickly, as I generally know what I am roilling at any given time, and have my dice ready and waiting for my pass to occur. The GM sometimes assigns an assistant to help manage the Physical Attacks (or Spirit Summonings, etc.), while he concentrates on the Technomancer/Hackers, and the action never lags (Since the target number for Tests are always the same, we can even roll dice and just wait to be informed of our threshold for success; compare and go). Everyone knows what they are going to do when it is their turn, and the table flows pretty well. The only time that this starts to break down is when someone goes off topic in themiddle of a fight (Happens ocassionally) and says soemthing out of character. We still work on that. Hard to totally suppress. With everyone knowing their actions, and the GM managing the NPC actions, Resolution (Physical/Astral/MAtrix) is fast paced and exciting.

I know that this probably did not help very much, but I am away from my books currently, so I have a hard time going into detail. It did take a while for everyone to be synchronized, but once it got there, things just kind of fell in to place as far as the timing goes. We have not had to stop for Pizza (While the Hackers do their thing) for years now...

Hopefully this makes a little sense... smokin.gif
Cain
That's not bad, but it still shows the same problem. It takes a lot of combat actions to get into a node, enough so that it's frequently easier to shoot the enemy instead.
Whipstitch
It also should be noted that the sheer number of rolls means that Murphy's Law has plenty of opportunities to bite you right in the keister. Your odds on any one given test are good to excellent, but it doesn't make it sting any less when things go against you. That's not really a problem if you've got a min-maxed build or know how to build a TM and can really mitigate things but for newer players it's a bit of a balancing act and they don't always seem to realize just how risky a "minor" hacking attempt can end up getting.
tete
No offense to Tymeaus Jalynsfein, but GOOD LORD THAT SEAMS LIKE ALOT OF ROLLING! I mean I know its by the book but I want my combat to be over in less than 1/2 hour of real time if you don't know what your doing. Typically if you know what your doing and the entire combat takes more than 15 min of real time I'm bored.
phlapjack77
Thanks for the info Tymeaus. This is good stuff!

BUT...

I notice a few things about the way you describe the process and how your group works. These are just my thoughts, hope it doesn't come off as criticism.

1. As everyone said, that's still a heck of a lot of rolling. No matter how you slice it. Way more complicated than most everything else in the game. Hacking a door takes 6+ rolls with different mechanics possible for each roll.

2. You've basically described the ideal game group. It's great that your group is so cohesive and knows exactly what they are doing at every single action and never is indecisive or not sure what test to roll for. Not everyone is so lucky to have such a group as yours, and I think if any group deviates even slightly from the cohesiveness you described, the huge glaring problems with time management will appear.

3. "The GM sometimes assigns an assistant to help manage the Physical Attacks (or Spirit Summonings, etc.), while he concentrates on the Technomancer/Hackers, and the action never lags"
- this sounds like your group is admitting that without TWO Gms, things won't go smoothly. One dedicated GM for the hacking stuff. To me that says hacking is too complicated.

I realize that alot of these problems are present in every version of Shadowrun. But these massive changes in the Hacking (Decking) rules didn't help things or streamline things, they just moved the pieces of the puzzle around. And for some of us, in the moving of pieces, they also flipped the pieces so they didn't have the interesting pattern showing on them anymore. smile.gif

It boils down to not having to have an encyclopedic, eidetic memory for playing the game.

Want to shoot a gun? Figure out some simple modifiers, roll dice once for shooting with your weapon skill
Want to cast a spell? Figure out some simple modifiers, roll dice once to cast with your spellcasting skill
Want to intimidate someone? Want to summon a spirit? Want to climb a wall? Want to jury-rig a door lock?
etc
etc
Bira
You know what's funny? Some of the first complaints I remember hearing about the hacking rules was that they made hackers too powerful because they could hack into enemies' guns and implants right in the middle of combat. This was quickly debunked with the arguments shown here: hacking in combat is possible, but a lot slower than just shooting the other guy. And now this is apparently a negative point? biggrin.gif
phlapjack77
I remember hearing about being able to hack someone's gun, or cyberarm, and being excited about the possibilities. I did hear the "too powerful" argument, but that was always countered with the classic "just shooting / punching / magicking" them is just as effective.

(this is more hyperbole, right? Right? Dang! smile.gif)
Bira
QUOTE (phlapjack77 @ Aug 19 2010, 07:16 AM) *
(this is more hyperbole, right? Right? Dang! smile.gif)


It may be my faulty memory more than hyperbole this time... It's been a while since I've seen this, as I tend to stay away from these discussions for long periods of time.
Medicineman
I remember hearing about being able to hack someone's gun, or cyberarm, and being excited about the possibilities.
Hacking a Cyberarm or Cybereyes is more hyperbole 'cause almost everybody switches of WiFi functionality in 'ware.
Hacking a Smartlink might be possible or IFF (happened Once to us ) but I'd guess its rather seldom

JahtaHey
Medicineman

Looking down to Grinder
Yes I do ,but answering you would distract this Thread even further wink.gif
Grinder
QUOTE (Medicineman @ Aug 19 2010, 03:54 PM) *
I remember hearing about being able to hack someone's gun, or cyberarm, and being excited about the possibilities.
Hacking a Cyberarm or Cybereyes is more hyperbole 'cause almost everybody switches of WiFi functionality in 'ware.
Hacking a Smartlink might be possible or IFF (happened Once to us ) but I'd guess its rather seldom

JahtaHey
Medicineman


Do you know that there is a "QuotePost"-button? grinbig.gif
deek
QUOTE (Bira @ Aug 19 2010, 04:50 AM) *
You know what's funny? Some of the first complaints I remember hearing about the hacking rules was that they made hackers too powerful because they could hack into enemies' guns and implants right in the middle of combat. This was quickly debunked with the arguments shown here: hacking in combat is possible, but a lot slower than just shooting the other guy. And now this is apparently a negative point? biggrin.gif

I think that the debunking factor ended up being duration.

I seem to remember the fear that a hacker could hack your cyberarm and start punching yourself in the face. Or hack a gun and turn off smartlink or eject the clip or screw with the sights.

After much discussion, it boiled down to, yes, this could all be done, but it wasn't permanent. MAYBE you punch yourself once in the face, but on your next action, you turn off wireless as an action and go about your business. Or, smartlink gets turned off, so you spend an action turning it on or just say screw it and shoot without the bonus. Or you use a couple actions to load another clip and turn off your wireless.

So, what seemed to be too powerful at first, turned into more of a novelty act and if the point was just to kill the enemy, shooting them in the face was just quicker...
Semerkhet
QUOTE (deek @ Aug 19 2010, 08:33 AM) *
So, what seemed to be too powerful at first, turned into more of a novelty act and if the point was just to kill the enemy, shooting them in the face was just quicker...

Which is why the hacker in our group invested the proceeds of his first few runs into some Muscle Toner, a Synaptic Booster and a nifty laser pistol he picked up in Lagos. His hacking mostly takes place just prior to combat when he tries to find and hack a commlink in the opposing force to tap into their comm traffic. During combat he keeps good cover and snipes with the laser pistol and maybe directs a drone or two. As you said, hacking in combat has less 'effect per action' than just shooting them in the face.
Tymeaus Jalynsfein
QUOTE (tete @ Aug 18 2010, 09:45 PM) *
No offense to Tymeaus Jalynsfein, but GOOD LORD THAT SEAMS LIKE ALOT OF ROLLING! I mean I know its by the book but I want my combat to be over in less than 1/2 hour of real time if you don't know what your doing. Typically if you know what your doing and the entire combat takes more than 15 min of real time I'm bored.


Interestingly enough, at our table, Hacks take less than 15 minutes of real time, about the same time as the physical combat... Some of the steps can be eliminated, especially if your GM does not use a lot of security, thoguh I tend to perform the steps just in case (with 5 passes, I get a lot of actions)... our Overconfident TM decided to ignore the step for detecting Data Bombs once, and he about died from its activation when he triggered it...

Tables will be different in their structure of the nodes that Hackers attack... The above protocol developed from long experience with our GM.

Anyways wobble.gif
Tymeaus Jalynsfein
QUOTE (phlapjack77 @ Aug 18 2010, 10:34 PM) *
Thanks for the info Tymeaus. This is good stuff!

BUT...

I notice a few things about the way you describe the process and how your group works. These are just my thoughts, hope it doesn't come off as criticism.

1. As everyone said, that's still a heck of a lot of rolling. No matter how you slice it. Way more complicated than most everything else in the game. Hacking a door takes 6+ rolls with different mechanics possible for each roll.


It IS a lot of rolls, definitely... no argument... Though the Technomancer can crack a door in less actions than I generally can, usually...

QUOTE
2. You've basically described the ideal game group. It's great that your group is so cohesive and knows exactly what they are doing at every single action and never is indecisive or not sure what test to roll for. Not everyone is so lucky to have such a group as yours, and I think if any group deviates even slightly from the cohesiveness you described, the huge glaring problems with time management will appear.


Agreed... Our group has been gaming together for a long trime, and so we generally know how each of us will act/reeact to situations. This defintiely helps to ease the flow of the game...

QUOTE
3. "The GM sometimes assigns an assistant to help manage the Physical Attacks (or Spirit Summonings, etc.), while he concentrates on the Technomancer/Hackers, and the action never lags"
- this sounds like your group is admitting that without TWO Gms, things won't go smoothly. One dedicated GM for the hacking stuff. To me that says hacking is too complicated.


Not so much as 2 GM's actually, just administrative actions (Spirits, Sprites, etc) being handled by competent players while GM handles the rest of the story. keeps everyone in teh scene so to speak, rather tha stopping to summon. While the Mages/Technomancer summons/Threads, others are doing their thing... But I can agree that without that, it would slow the game a bit... So point taken...

QUOTE
I realize that alot of these problems are present in every version of Shadowrun. But these massive changes in the Hacking (Decking) rules didn't help things or streamline things, they just moved the pieces of the puzzle around. And for some of us, in the moving of pieces, they also flipped the pieces so they didn't have the interesting pattern showing on them anymore. smile.gif


Understood...

QUOTE
It boils down to not having to have an encyclopedic, eidetic memory for playing the game.


Something I am often accused of, actually.

Anyways, Glad that I could help clear some thigns up, even if it really did not solve your issues.
phlapjack77
Thanks for your replies Tymaeus. I guess I've belabored my point enough, glad to hear people enjoy the rules and are having fun with them.

<insert-cheers-beer-glass-smiley-here>
Tymeaus Jalynsfein
QUOTE (phlapjack77 @ Aug 19 2010, 05:09 PM) *
Thanks for your replies Tymaeus. I guess I've belabored my point enough, glad to hear people enjoy the rules and are having fun with them.

<insert-cheers-beer-glass-smiley-here>


Hey, My Pleasure... smokin.gif

DingoJones
I don't find the hacking rules difficult to understand so much as needlessly complicated. It's easy to simplify. Use the node\system model as written, make hacking, computers, electronic warfare etc (hacker skillsets) + program\attribute the only roll needed to accomplish tasks under each skill (Hacking for that cyberarm or door, Computers for file editing etc) and leave it at that.
It will focus more on what the hacker accomplishes as opposed to how he accomplishes it. The "what" (ow!, my own turret is shooting at me!) is what makes hackers fun anyway, and the how (wheeee, I accessed so and so system then so and so system in order to fool so and so system so I could do *insert cool thing*) is mostly just fun for computer geeks smile.gif

Shinobi Killfist
I want D&D simplicity. Find Trap/Remove Trap/Open lock. If you want to gamble about perhaps setting off an alarm or trap just go to open lock.

For SR4. Find ICE, disable ICE, hack comlink.
Tymeaus Jalynsfein
QUOTE (Shinobi Killfist @ Aug 19 2010, 07:20 PM) *
I want D&D simplicity. Find Trap/Remove Trap/Open lock. If you want to gamble about perhaps setting off an alarm or trap just go to open lock.

For SR4. Find ICE, disable ICE, hack comlink.


That is a little TOO bland for my tastes though... wobble.gif
Semerkhet
QUOTE (Shinobi Killfist @ Aug 19 2010, 08:20 PM) *
I want D&D simplicity. Find Trap/Remove Trap/Open lock. If you want to gamble about perhaps setting off an alarm or trap just go to open lock.

For SR4. Find ICE, disable ICE, hack comlink.

If I want D&D simplicity I'll lobotomize myself with a rusty spoon and play D&D.
Shinobi Killfist
QUOTE (Semerkhet @ Aug 19 2010, 10:10 PM) *
If I want D&D simplicity I'll lobotomize myself with a rusty spoon and play D&D.


Oh yes because upping the number of rolls raises your IQ a few points. If I want to hack a door, yes 3ish rolls is a good place to put it. More than that and you are adding rolls just to add rolls.
Voran
Yeah the "Oh the Decker does something" is an ongoing issue, mirroring the 'oh great, the rogue is doing their sneaking thing' which usually resulted in the mentioned pizza break or back in college (looong ago) go play a MUD or something. Nowadays its hop on the nearby game console or check facebook or watch some online porn, make out with the gm's girlfriend, whatever.

My groups have never come up with a good solution to the decker issue (or the related rigger issue, though now with drone riggers, its easier). We've tried a variation of 'ok the decker can play 'support character' during combat, explaining what he wants to help with and it gives a teamwork bonus to other PCs....the notable problem being you've now reduced the PC Decker to effectively an NPC with variable modifiers. Cause most Deckers weren't really able to help out in the actual fire-portion of combat.
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