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Hacking Rules?

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I need your help /tg/. I am planning a cyberpunk campaign. I got everything outlined except how to handle hacking.

I want something more involved than just having the hacker roll a few skill checks. There should be some level of tactical decision-making during the run. Ideally I would like cyberspace to be its own little minigame.

Which game has the most most interesting mechanics for hacking?
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>>50194121
If you want to go that deep? Android Netrunner. Nearly every run you have to wonder if you have enough credits to get in the server you want, and is that worth what's likely IN that server.

To emulate that without going deep into actually playing ANR, passing each layer of security (ICE) would be its own check, one that the difficulty of doing so isn't known until you're too late to jack out.

Additionally, getting stymied by ICE will just get you kicked out, but some will tax you in some way, some will tag you so the people you tried to hack know your actual meatspace location, and some will inflict actual pain (power surge fries their rig, a "halt and catch fire" bug could shower them in monitor shards, neural jack feedback pain etc.)

If you want to be really evil, have the risk of hitting a Snare! be ever-present - a honeypot server whose only purpose is to wound if not kill the unsuspecting runner who tries to hack it.
>>
>>50194121
Take a look at Shadowrun. It has incredibly involved and complicated hacking rules, it's practically a game unto its own. Every single time the decker wants to do anything more complicated than plugging in a cable, the game grinds to a halt and everyone else gets a good ten minutes to half an hour of doing fucking nothing.

Don't do that. Involved hacking systems are cancer in games where different roles exist. That shit is only okay if everyone uses it, all the time.
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>>50194445
>That shit is only okay if everyone uses it, all the time.
Is there something out there that's basically "Decker Hackerman: the Game"? Because I kind of want that.
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>>50194478
Modempunk on 1d4chan. It's a tg homebrew.
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>>50194478
Cyberpunk 2020 actually has that as a recommended play mode. You can also pull it off in GURPS Cyberpunk, for much the same reasons as Shadowrun.
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>>50194398

That is a great suggestion. I now have to find some way to make the details of an ANR run less abstract so that I can describe to the players what is happening. Also, is there any way to translate ANR credits to something tangible in the setting other than actual money? It's kinda weird if the corp has similar amounts of credits as the runner.


>> 50194445

I'll have a look at shadowrun. Is it really that hard to handle? Isn't it possible to "cut" from the hacker to the other characters and back again ever so often?
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>>50194784
Credits are used with regards to ICE and breakers insofar as it buys server time to power the gate (or power the gate-cracker). So computing power is your best analog to that.
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>>50194784
The problem is that hacking takes like only 15 seconds in game time to have an entire complicated hacking session due to operating at the speed of thought. I guess if you change the time scale though you'd have something that could work okay. The main issue is that hacking operates somewhat like combat, so in my experience in every RPG ever means it takes way too long. Add in very niche rules and subsystems and it gets pretty time consuming.

But if you're wanting a more detailed hacking system than just "roll your hacking skill", you could do far worse.
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