QUOTE (3278 @ Nov 1 2011, 07:15 AM)

We've got a run coming up next week that's going to take place outside of reasonable wireless range, and in which satellite uplinks and signal boosters would be a distraction from the intended focus on the run, so I'm just playing another character for the night;
This is a good thing. As long as your GM is cool with it. I, personally, don't like to do a lot of this because it tips my hand for what type of adventure I'm going to run, but as long as you aren't painting your GM in a corner and he's cool with it, it's probably fine.
QUOTE (3278 @ Nov 1 2011, 07:15 AM)

Are there no effective countermeasures to Track or Detect Wireless Signal?
None that are 100% effective, and it only takes once.
I had a similar argument with someone else who claimed that even if he were being traced, he could always detect the trace and beat the antagonist in cybercombat. If your players can detect and defeat every opponent they encounter, and are 100% sure the can detect and defeat every opponent they encounter, you are running your game wrong. If you are, there is no real challenge in the game.
QUOTE (3278 @ Nov 1 2011, 07:15 AM)

Excellent! I pass the hacker's player a note: "Don't speak. Your wireless connection has just been severed. Your tube of juice is surrounded by men with guns." And then wait for the other players to notice.
It has been my experience that at this point the hacker player rolls her eyes, lets out an audible sigh and spends the night playing on her phone making passive aggressive comments. And she's not wrong, either. I just took away her character for the night, in her mind, arbitrarily.
This scenario also depends upon the other players either noticing or, more often, caring. More often than not, they just as soon change commlink and try to find a new hacker unless they are actively metagaming or playing particularly loyal characters.
This is just my experience, though, and something I thought I'd share as to precisely
why GMs don't like this character.
QUOTE (Tymeaus Jalynsfein @ Nov 1 2011, 09:15 AM)

Indeed there are. A proxy stops the track at the proxy.
Proxies just add to the Threshold test. Only adds 4 hits at that. The only proxy that eliminates it is a high orbit satellite, but that cuts your Response by half.
Thematically what it does is split the party, which creates a disconnect between the players. If the hacker is being shot at in Dallas while the party is doing a run in Hong Kong, then the party can't reasonably do anything and most parties wouldn't care. Subsequently, if the party is getting killed in Hong Kong and the hacker already has the data or if the rest of the party isn't on a job, the hacker has little motivation to do anything.
This kind of IC disconnect leads to OOC animosity and is something GMs need to take into account. Part of the reason characters save each others butts and fill in different niches is that they have a shared jeopardy. When you remove one character from that jeopardy, it lessens the drama and creates a disconnect of both logic and emotion.
GM's have a much more complex job than figuring out dice pools and looking up rules.
EDIT: I think one of the reasons people like remote hackers is that there is a disconnect. It is a chance to have a character that, in the event of TPK, can just walk away; often laughing and feeling superior. It lets you play, but not have to share in the jeopardy. To have an invincible character.
It creates a separate jeopardy, but one the hacker is confidant she can avoid based less upon her abilities and more upon the idea that the GM won't create two separate scenarios of destruction for the week, because that's hard and GMs are lazy. It's also one she can rules argue and feel indignant about(i.e. "You couldn't
really have found me because I did a, b and c. You're just being a jerk!") You could do the same with an off-site mage and a telescope.
But isn't that the point of "game balance" in the first place? Not to have everyone be equal, but to have everyone feel threatened at the same level of danger? To be able to share in the same experience as the other players and to either triumph or perish together? To have different piece of the puzzle working together for the same goal? Or is totality of play to simply to make nuyen and karma?
QUOTE (Daylen @ Nov 1 2011, 10:10 AM)

And in SR4 the first rule didn't change to "the technomancer always dies"?
The reason "The Decker Always Dies" was the first rule of Shadowrun was that running decking was practically a separate adventure. To the point that most games had them be NPCs or would just run the decking part at a separate session, less the game ground to a halt while the GM and decker played and the other characters ordered pizza.
In SR4 you can(and should) run hacking in real time with combat with either hackers or TMs. While some folks may not like TMs, they don't impede the game in the same way deckers did.
The second rule of Shadowrun is "If someone is up and another player calls 'Rule 2' you have to get them a Coke from the fridge."