FBMF, could you maybe split that discussion? Or you guys could just use this.
Foxwarrior wrote:Is there a discussion about why it's important for hackers/deckers to be physically present and near their targets? I remember Frank taking it as a given once.
FrankTrollman wrote:It's been thrown around a few times. Basically, characters who aren't adventuring simultaneously and coterminously with the other characters aren't really "in" the party. It's OK to split the party during downtime now and again, but if the party is split up during actions that take a long time to resolve or are major climaxes of the adventure, actual players are going to wander off and play Smash Brothers while the characters who aren't theirs deal with their issues.Foxwarrior wrote:Is there a discussion about why it's important for hackers/deckers to be physically present and near their targets? I remember Frank taking it as a given once.
The stay at home hacker is corrosive to cooperative storytelling, because he does his thing while the other players twiddle their thumbs, and then he twiddles his thumbs while the other players do things. People literally leave the table.
-Username17
TheFlatline wrote:Truth.FrankTrollman wrote:It's been thrown around a few times. Basically, characters who aren't adventuring simultaneously and coterminously with the other characters aren't really "in" the party. It's OK to split the party during downtime now and again, but if the party is split up during actions that take a long time to resolve or are major climaxes of the adventure, actual players are going to wander off and play Smash Brothers while the characters who aren't theirs deal with their issues.Foxwarrior wrote:Is there a discussion about why it's important for hackers/deckers to be physically present and near their targets? I remember Frank taking it as a given once.
The stay at home hacker is corrosive to cooperative storytelling, because he does his thing while the other players twiddle their thumbs, and then he twiddles his thumbs while the other players do things. People literally leave the table.
-Username17
I've never had the "hacker sits at home in the basement and never leaves" PC last. And once a player leaves a group it tends to destabilize things pretty severely. The player *always* thinks it's going to be awesome and lots of fun and safe for the character but they just sit there and basically get to do MST3K style commentary and occasionally roll when a computer needs hacking. Assuming that you *can* reach the computer that you need to hack.
It's a kludge against reality to say "no motherfucker you have to be there", but then again, real hacking isn't anything like SR hacking anyway, so why be a slave to reality?
RadiantPhoenix wrote:I'm not an expert, but, "sneak in, get passwords, get physical access to the computers, and hack them there," seems like an eminently plausible story.TheFlatline wrote:It's a kludge against reality to say "no motherfucker you have to be there", but then again, real hacking isn't anything like SR hacking anyway, so why be a slave to reality?
TheNotoriousAMP wrote:I've seen that kind of hacker work exactly once, and in there she was playing an oracle type of handicapped uber hacker and info nerd. I was gm'ing and it was a shorter campaign, so I designed the main conflict (Troll uber sammie gang, with Otaku behind the scenes stirring chaos) around a path where she could work with. That and I kinda stretched out matrix combat to fit the normal encounters, so she was serving as a debuffer while fending off Otaku attacks, made for a great "uber troll sammie" bossfight. An orc sammie (played by BF at the time) had a video camera mounted on his shoulder, which served as the hacker/info broker's eyes and ears. It was a lot of fun and everyone was able to have a great time, including some great character work between the two, but it required a lot of work designing stuff on my part to make it work.FrankTrollman wrote:It's been thrown around a few times. Basically, characters who aren't adventuring simultaneously and coterminously with the other characters aren't really "in" the party. It's OK to split the party during downtime now and again, but if the party is split up during actions that take a long time to resolve or are major climaxes of the adventure, actual players are going to wander off and play Smash Brothers while the characters who aren't theirs deal with their issues.Foxwarrior wrote:Is there a discussion about why it's important for hackers/deckers to be physically present and near their targets? I remember Frank taking it as a given once.
The stay at home hacker is corrosive to cooperative storytelling, because he does his thing while the other players twiddle their thumbs, and then he twiddles his thumbs while the other players do things. People literally leave the table.
-Username17
Foxwarrior wrote:That doesn't exclude a hacker who sits in his basement, hacking blast doors open and closed for the other characters while they're in a firefight, now does it?FrankTrollman wrote:Basically, characters who aren't adventuring simultaneously and coterminously with the other characters aren't really "in" the party.
FTFYRadiantPhoenix wrote:sneak in, get passwords, plug a wireless card into the computers, and hack them remotely while the commandos hold off security
Chamomile wrote:I think you could go somewhere with an Oracle character who serves as a party buffer while never being remotely close to the action. I have no idea how well that would mesh with actual Shadowrun mechanics, but it seems fine conceptually.
Cyberzombie wrote:The main problem with the hacker in Shadowrun wasn't that he didn't have to travel with the group. If the game was set up right, you can definitely represent a hacker as being some dude in a van providing support to the main group who accomplishes the mission.FrankTrollman wrote: The stay at home hacker is corrosive to cooperative storytelling, because he does his thing while the other players twiddle their thumbs, and then he twiddles his thumbs while the other players do things. People literally leave the table.
But Shadowrun really didn't do that, Shadowrun did something far worse. They gave the hacker his own game. When you're traversing the matrix, you're basically doing your own side dungeon. And that's why everyone walks away. Whether your hacker's PC is physically with the group or not, the moment the hacker decides to do something, it means everyone else in the group can't do anything.
To make matters worse, if your adventure is a data retrieval, then it literally hinges on the hacker succeeding. You get him to some computer terminal and he jacks in, and then it's totally up to him. If he botches the job, well there goes the mission. You more or less hope as a GM that you can arrange some kind of firefight for the group in the outside world simply to keep them occupied while the hacker traverses the Matrix security.
The main problem with Shadowrun hacking is it needs to happen a lot faster. Hacking someone's cyberarm needs to be mechanically closer to casting a wizard debuff spell where it resolves in a few dice rolls. Hacking in general is way too complicated, in every edition of Shadowrun. I don't know of any group that doesn't ban deckers/hackers, regardless of edition. Usually the decking part is done by some NPC you have to escort or you're given missions that don't require hacking.
Ikeren wrote:Fair enough. I'm not really good at the time thing, so I have no idea when most of the quotes being quoted written, or when the Tomes stuff was written for that matter. Just that it was in a nebulous past.Evolution in thinking! Really, pretty much anyone who has said anything on the Gaming Den more than a year ago believes a slightly different version of ideals and realities in game design compared to when they first spoke. Even if the change is to become crazier or drunker.
silva wrote:Bingo.Cyberzombie wrote:The main problem with the hacker in Shadowrun wasn't that he didn't have to travel with the group. If the game was set up right, you can definitely represent a hacker as being some dude in a van providing support to the main group who accomplishes the mission.FrankTrollman wrote: The stay at home hacker is corrosive to cooperative storytelling, because he does his thing while the other players twiddle their thumbs, and then he twiddles his thumbs while the other players do things. People literally leave the table.
But Shadowrun really didn't do that, Shadowrun did something far worse. They gave the hacker his own game. When you're traversing the matrix, you're basically doing your own side dungeon. And that's why everyone walks away. Whether your hacker's PC is physically with the group or not, the moment the hacker decides to do something, it means everyone else in the group can't do anything.
To make matters worse, if your adventure is a data retrieval, then it literally hinges on the hacker succeeding. You get him to some computer terminal and he jacks in, and then it's totally up to him. If he botches the job, well there goes the mission. You more or less hope as a GM that you can arrange some kind of firefight for the group in the outside world simply to keep them occupied while the hacker traverses the Matrix security.
The main problem with Shadowrun hacking is it needs to happen a lot faster. Hacking someone's cyberarm needs to be mechanically closer to casting a wizard debuff spell where it resolves in a few dice rolls. Hacking in general is way too complicated, in every edition of Shadowrun. I don't know of any group that doesn't ban deckers/hackers, regardless of edition. Usually the decking part is done by some NPC you have to escort or you're given missions that don't require hacking.
The problem is not that the decker is not physically present with the group - its perfectly possible to have meaningful in-world interaction remotely between characters - the problem is the decker is playing another game entirely. He is already playing Smash Bros at this point.