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Node Building to show a cheater he is cheating.

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Soulbishop

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« on: <10-08-11/1239:32> »
I had a long rant about how I had a technomancer accuse me of cheating how the rest of the party want to kick him out cause he himself is cheating, he started game with all complex forms and all at rating 6, about 90bp worth and with no cybs or bios he could only start with twelve with logic maxed out. and I believe there are at least 15 programs so yeah. He is the only char who i didn't help build so I accept responsibility.  But to appease the party and give him a somewhat honorable out as he is/was (pending the cheating accusation) my friend I want to build a node that could take him on.

I haven't seen a real node building section in the core book, I have seen an alert chart but I haven't seen one for build the nodes ic either. So the question is how do you rate a node, how do you build off that rating, how do you determine ic rating and such in the node. I know I may be looking for something that is strictly up to gm but a guideline would be awesome. This node isn't meant to kill out right but it is meant to be challenging for someone sporting rating 6 in all complex forms.

By and by if complex forms ar different from programs how exactly does a technomancer use the programs, do they still use the hacking skills or do they use resonance?

Medicineman

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« Reply #1 on: <10-08-11/1248:07> »
Do You really think that an Out-of-Game Problem (a Player cheating so that the Group doesn't want to play with him any longer  ) can be solved ingame ?
I don't think so

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Medicineman
« Last Edit: <10-08-11/1625:22> by Medicineman »
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Soulbishop

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« Reply #2 on: <10-08-11/1251:33> »
He's been my friend for the past year it would look bad for me to up and say you gotta go after he accused me of cheating cause then it looks like he questioned me and i booted him.

Carmody

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« Reply #3 on: <10-08-11/1535:59> »
I fully agree with medecineman. You should look at his character, find out where he made mistakes in the creation process and work with him to fix that. Or, if you and the other players prefer not to play with him anymore, talk to him out of game to explain him your choice. An in-game revenge can only worsen things: if you design a node to beat him, he may only raise again his accusations of you cheating.

That's all I xan do to help, I am not aware of technomanch rules as I GM a campain in the early 50'.
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Joush

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« Reply #4 on: <10-08-11/1650:16> »
If  you really just want a node that can challenge a massively overpowered technomancer there is always shooting them in the head. Logic, hacking and complex forms at 6 are wonderful but can't stop a bullet.

Otherwise, rules for super nodes are in Unwired, with rating 10 programs in War! if you want to go that far.

Mason

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« Reply #5 on: <10-08-11/1703:34> »
My advice? Don't do that just to prove a point. It sows bad feeling. But if you insist...

Swarm him with armies of self replicating IC
Use War! for high Rating stuff.
Forget the rules and oppose every roll he makes with 14 dice.
Both a and c above.
Make him take much longer at a job by trapping him in the node and then have his team get hit by an elite hit squad and they have to guard his body while this goes on.
and so on and so on

kirk

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« Reply #6 on: <10-08-11/1724:55> »
Here's the problem with hitting him with overloads in game
a) He's going to take it as "picking on him"
b) the other players are going to think that it's either normal and be scared from doing matrix ever again OR they're going to think you're "picking on him" -- and treat him with contempt because you are.

Don't. Just don't. Unless you want him to quit, that is.

tzizimine

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« Reply #7 on: <10-08-11/1915:10> »
If you have a copy of his character sheet, see if you can replicate it with one you build yourself, point for point. If there's a discrepancy, prove your work (i.e. High School Algebra)


The shadow of deception or inaccuracy (intentional or otherwise) cannot stand in the light of solid evidence.



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Valashar

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« Reply #8 on: <10-08-11/2208:48> »
I of course can't speak to the player's intent, but there's no question that he screwed up his character creation. Just like a mage can only start with so many learned spells, a technomancer can only start play with a number of complex forms equal to their Logic x 2. So there is no way a starting technomancer can have all 20+ listed-in-books complex forms. I also agree that trying to teach the player a lesson through an in-game mismatched node isn't going to solve anything. This needs to be dealt with GM to player.
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wastedwalker

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« Reply #9 on: <10-08-11/2213:25> »
If you have an issue with someone that may have cheated as a technomancer... Do a run or three in Chicago or Lagos. Take away the Matrix and if he cheated with his matrix powers he will find them of no use. The Dawn series takes you to a lot of places where being all hacking makes you a prime target to being messed with. Have a mage that may have cheated? Put him in an area with a massive background count. If he cheated on adding in magical talents than make him rely on his mundane talents. Have a street sam that cheated on cyberware? Have someone attack while his arms are under the effect of an inhibitor like they use on suborbital flights. His ware is now all normal and he again has to rely on skill more than items.

Phylos Fett

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« Reply #10 on: <10-09-11/0219:09> »
I just don't get why anyone would want to cheat to get an ubercharacter. I don't particularly see the fun in winning easily all the time.

But, yeah, talk to him, give him a chance to rectify the character once you've pointed out the errors he's "accidentally" made with it, and get back to having fun.

nakano

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« Reply #11 on: <10-09-11/0901:53> »
Honestly, in game solutions for out of game problems will not work in my opinion.  If the rest of your table wants the player gone, he needs to go.  Either that or you are likely staring at the slow death of your table.  However, if you don't want to boot him directly, there are some steps that others have suggested that I would agree with.

1)  Audit his character.  What is described is not possible to create on the rules as written at 400BP.  If it is an error, have the player correct it.

2)  Rural area runs will expose a one dimensional character.  Lagos and Chicago, both featured in Dawn of the Artifacts will work wonders.

3)  Swarms of self replicating IC is a solid way of overwhelming him.

All that being said, does that really solve the problem, the character is dealt with, but based on the situation the player, not the character seems to be the problem.  I understand that this player may be a friend, but what about the other players?  They are likely friends too.  It sucks to have to deal with situations like this, but ultimately it is your table, and if one player is impacting your fun and the fun of the rest of the table, then ultimately they need to go.

The in game "solution" will likely have a number of effects, many of which are previously mentioned:

1)  If you smoke the "uber powerful" technomancer in the matrix, it will likely scare the hell out of the rest of your players for matrix ops.

2)  The GM fiat that you want to create will likely show your players that such a fiat, a no win situation for a player can occur, and that can shake their faith in your ability to be a fair GM.

3)  The player is going to feel cheated or cheesed.  And honestly he should.  You are asking to have help creating a node that will smoke him.  Not an uber secure node that would be tough to beat, but a node to smoke him.  If you are not wanting to give him a chance, why bother with the mechanics at all.  Deal with it out of game and boot him.

4)  The process of smoking him will take time, time that could be better spent on the players that ultimately will be remaining at your table.

5)  Building a better deathtrap to kill his character is just going to reinforce the belief he has about cheating, and will do so in front of the other players, once again impacting their view of you as a GM/friend.

You comment that the player is/was a friend.  Its kinder to be clear and remove the problem from the game directly rather than indirectly.  Honestly, deal with the situation out of game rather than in game.  It will be far less messy as if you deal with it in game you will still have to deal with all of the out of game problems eventually.


wastedwalker

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« Reply #12 on: <10-09-11/1143:51> »
A good way to run an audit of characters is to ask for a copy of everyone's sheet. This gives you a copy so you don't have to ask your players what skills they have, you have a listing of it. This can allow you to look at their ranks and attributes in some things and just give some tasts to them. If you player has 15 dice and needs to beat a threshold of 1, they should just easily get it instead of having them roll dice. Now that you have everyone's characters pop them into a character generator like Chummers and use it to do the math for you. Heck you can use the demo of the official generator if you aren't using advance rules. Once you have that you have a soft copy, a hard copy and you have their BP spending. You can then bring it up to the player(s) out of game and ask them to correct it, or don't give them as much karma throughout the game to reflect their overspending.

Phylos Fett

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« Reply #13 on: <10-09-11/1409:16> »
A GM need never audit - (s)he should have a copy of the character from day dot.

Well, a good GM.

Thermo

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« Reply #14 on: <10-09-11/1442:36> »
First off, when dealing with a player who isn't doing something by the rules, there are two ways this has happened, and two ways to deal with it.

1. If the player made an honest mistake, stay away from the "cheating" word as much as possible. Cheating is a nasty word with all kinds of negative connotations. Help them get their character back into the fold by allowing them to pick and keep the skills or forms (or gear, or whatever) that they've used the most. Then nerf the rest of them. This lets them keep their character and the "essence" is still the same, and when looking back on old victories, the stories don't need to be mentally edited to account for the rules discrepancy. If the changes would be too dramatic, you can always do the old "BlammoJam's brother is taking over now that he's been shipped off to prison" and make a new character that can follow in the footsteps of the old one.

2. If the player is genuinely cheating, kick them out of the group as soon as possible. There is no room for a cheater in a pen and paper role playing game. Everyone is there to have fun, and people who try to be sneaky and cheat have no place in that type of group.

It sounds like the player is in group 1. If they were trying to bend the rules and not get caught, they would have done it in a much more subtle way  :)

Either way, leaving him as-is in the group isn't fair to the rest of the players, and being called a cheater as a GM is no fun. This game isn't a contest!

 

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