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Hacker-less SR Groups

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Vance_Freelance

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« on: <07-30-14/2203:23> »
I've been GMing SR for a long time but for the 1st time I've got a group with no hacker, and it's causing some difficulties in running B&E games where you really need a hacker to spoof cameras, erase footage, download files, etc.  I've been using an "NPC" decker but it seems kind of cheap for the camera to turn the other way with no PC interaction.  Nobody wants to play a hacker character (the failure rate on basic actions frustrated the PC that tried one initially so he switched to a rigger character) but I'm at a loss for how to run a classic SR campaign without one.

Suggestions?

MijRai

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« Reply #1 on: <07-30-14/2207:17> »
I've seen (and had) this problem before too.  Personally, I can't really get the Matrix mechanics into my head, and it seems others have this issue as well. 

Something I will mention, however, is that if you control the NPC Decker, that means you control how the stuff happens.  The cakewalk might end up with evidence or an alarm, and all of a sudden Lone Star is shooting your windows!
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emsquared

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« Reply #2 on: <07-30-14/2350:52> »
A couple things; first, why would they get hired for jobs in the first place that require a hacker when they don't have a hacker? I understand you want to give them the "classic" runner experience, and while that generally may be envisioned with at least some part hacking, there are still plenty of classic run types that can be accomplished without a hacker, especially since there truly isn't that much in hacking that can't be done via some other approach with another skill-set. As you've noted, it may be a harder approach but that's what they've chosen. Perhaps most notably among deal-breakers would be data retrieval, but even that just takes some simple GM fiat; the requisite data is too important to leave in the cloud, it's known to be stored in a deck or data storage device or server stack or person that can be physically taken and delivered to where the Johnson can have it extracted by a third party? Probably decreases the group's pay/value as runners (just as that NPC hacker along for the ride should get an equal cut out of their pockets), but again that's the bed they've made. Second, you're the GM, if they don't find hacking fun because it 'huhts deir feewings', but you want it in your game, you could consider softening it up for them? Third, the NPC hacker doesn't have to be cheap, just roll for him like you would for any other NPC, if you don't want to add a full player's responsibilities to your work load, just cut it back to 1 or 2 rolls. Also, the NPC hacker doesn't have to be a runner, maybe the Johnson has an inside man that's able to get them so far, but there's only so much he can do before exposing himself, the NPC hacker should always be used as a story-telling boon not a cheap trick.

The Wyrm Ouroboros

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« Reply #3 on: <07-31-14/0141:47> »
Allowing for an NPC decker really is a classic way to duck out of the 'decking takes so much time' - and to be honest, it does.  What you can do, however, is force the PCs to take a hit in providing for that character.  I don't know how you're doing it right now, but don't let the NPC be 'a member of the team' - he's an independent contractor, and working for the PCs should cost them, in part because the guy should also know he has them over a barrel.  Develop the decker's social skills, especially his ability to analyze a lie.  Let him NOT be there during the meet, his money isn't accounted for.  Make the PCs hire him instead of him being 'part of the package'.  Then gut their payday.

:)
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LionofPerth

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« Reply #4 on: <07-31-14/0333:42> »
Allowing for an NPC decker really is a classic way to duck out of the 'decking takes so much time' - and to be honest, it does.  What you can do, however, is force the PCs to take a hit in providing for that character.  I don't know how you're doing it right now, but don't let the NPC be 'a member of the team' - he's an independent contractor, and working for the PCs should cost them, in part because the guy should also know he has them over a barrel.  Develop the decker's social skills, especially his ability to analyze a lie.  Let him NOT be there during the meet, his money isn't accounted for.  Make the PCs hire him instead of him being 'part of the package'.  Then gut their payday.

:)

That would be one option. A more time intensive option would be to make the group do runs in which the decker is not required. Break and Enter doesn't require a decker if you're willing to play differently. Also, as a general rule, destroying cameras, covering them in paint and destroying any devices they record data too are good ways of dealing with them.

I'd also try to tailor runs so that even if there was the need for a decker, it's been worked around by the Johnson, stealing the data by stealing the drive. Have a 'good' Johnson organise something to help them out, have a 'bad' Johnson say they have, but use it to make the group take the fall for something else.

Depending on the nature of the group, shifting it to a more mercenary styled, themed game is also a possibility. A little more combat focused, but still an option here. The question is how smart can you make them play and what conflict they end up in.
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Poindexter

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« Reply #5 on: <07-31-14/1349:08> »
Make up four or five hackers yourself, of varying degrees of skill, hassle, and price. Deciding which hacker to call for which gig can be pretty fun.
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Marcus

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« Reply #6 on: <07-31-14/2111:38> »
Make up four or five hackers yourself, of varying degrees of skill, hassle, and price. Deciding which hacker to call for which gig can be pretty fun.

I second this! When ya don't have what ya need subcontract!
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Glyph

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« Reply #7 on: <07-31-14/2138:20> »
As someone with fond memories of playing AD&D with an NPC cleric, because no one wanted to play a cleric, I'll go against the grain and say - just have a decker NPC.  I don't think the players need to be punished somehow for lacking this or that archetype/skill set; that's what NPCs are for.  I would feel the same way if the group consisted of a face, a healer/detective mage, and a decker, and I needed an NPC to be the group's muscle.  Why should they have to subcontract out?  Why can't the NPC be a normal part of the team?  Or be hired to work with the team, by the fixer or the Johnson?

I will say one thing.  You do need to be careful not to have this NPC become a GMPC, or become a personification of the GM's nagging voice when the players are about to do something stupid, or become a spotlight-stealer.  Make the NPC a follower, not a leader; good but not great stat-wise.  And downplay what the NPC does rather than describing it in detail.

Lethal Joke

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« Reply #8 on: <08-01-14/0034:44> »
Make up four or five hackers yourself, of varying degrees of skill, hassle, and price. Deciding which hacker to call for which gig can be pretty fun.

I second this! When ya don't have what ya need subcontract!

Did the same thing with riggers. Not as critical, maybe, but still...

Poindexter

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« Reply #9 on: <08-02-14/0214:17> »
Why should they have to subcontract out?  Why can't the NPC be a normal part of the team?  Or be hired to work with the team, by the fixer or the Johnson?

I aint sayin dont do that, especially not if it works for your group.
I'm just saying that sometimes, having a roster full of mugs to pick and choose from depending on the job can be fun for some groups.
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The Wyrm Ouroboros

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« Reply #10 on: <08-02-14/0430:03> »
Generally, Glyph, because of a few reasons.
  • Shadowrun is not a 'we are the Champions' game, heroes of super- or fantastical sort, upholders of the right and champions of the oppressed; it's generally grim, gritty, and the choices you make have consequences.  There are often no good choices, only 'less bad' ones, and because of that everything that is done is (and should) have an impact in some way.
  • Shadowrun is not a class-based game; anyone can learn to turtle-hack, and some people can do it pretty damn well, enough to get near those hot-sim guys.  As a consequence, not having someone who can do one of the four major things in the game is essentially a conscious choice, and like any other conscious choice in Shadowrun, it has consequences.
  • And again, Shadowrun is not a class-based game.  Your tactics are determined by what skill-sets you have, what equipment, and what goal; getting the target out could be fast and loud if you have a wealth of combat characters, or knock-out-drug-and-away if you have a lot of stealth characters.  If the lot of you are good with the charm, then that determines tactics too.  Not having a decker in the group means sometimes that lack should dictate to the players what they can and cannot do.

Have I had games where the group didn't have a decker?  Yes, I did, and the decker they got (or we got) wasn't as good as a PC would be, and there was stuff he wouldn't do, and targets he wouldn't hack.  Poindexter's idea of several deckers that the Johnson can put them into contact with is, in my mind, bloody brilliant - again, because having a freebie takes away some of the (IMO) very necessary pressure of 'do this or we lose our lives/reputations/safety' that is part and parcel (though not always played up) of the shadows.

I'm not saying that you can't run it your way - of course you can, and it's been done.  But there are plenty of good reasons to turn this lack into an interesting part of the game, and plenty of good techniques to do so.  And it can be a reason for one of the players to start acquiring computer skills instead of throwing that 114 points of karma to get their skill 6 to a skill 12 ...
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