Adventure aspect computers and hacking
Posted: Wed Feb 01, 2023 1:31 pm
So I have some players with some skills.
Computer operations, Computer programing, Computer Hacking (Rogue), Electrical Engineering, Artifical Intelligence.
I'd like to create adventure moments when they could use them.
Where on Rifts Earth can players use hacking skills.
To test my own beliefs I will attempt to answer my own question.
Only a handful of major cities, military bases, factories, schools, robots exist with the type and level of computer technology.
I see computer hacking like hot-wiring a car.
I don't know how to deal with it accept to determine the skill roll and have the player roll. After that, they get the information or control over the thing.
I vaguely remember an RPG a LONG time ago that treated hacking as an adventure scene. Had a map with rooms for nodes or whatever. Hacker player had to pick locks, fight digital security guards, bluff/disguise their way past check points/guards, search for informtion, digital money or digital controls. Then they could fire the turret in the outside real world, take over the plane/car/boat etc.
The problem was, it isolated the rest of the adventure party from the one who was doing it. Also, they had to watch over his veg body like he was astral projecting.
Also, the computer skill activities felt Over Powered or never used. As though if the player succeed in their "Hack" they could put in a slave program or self destruct program that would shut down or blow up the robot/skel-bot or turn it into an NPC equivalent of the spell "Animate Dead" or zombie.
Powerful stuff
The books don't seem to have any canon rules or examples.
Well, the skills exist and are a thing if the player plays a character with them.
99% of the time, Rifts Earth does not have much in the way of robots and computers around. They are for city folk and rich ones at that. That leaves archaeology finds with computers/robots, Archie 3, CS skel-bots, etc.
Basically, I want players to be able to play the way they want to play (within the rules/limits of the game). If they pick a OCC with the skill, they ought to be able to use it.
The question is how do I let them in a way that is not to easy, over powered or boring for the rest of the adventure party?
My guess is, the adventure party is supposed to be kept amused by turn taking by out of cyberspace combat or skill use.
2. Rifts always have unbalanced things going on with it. It's just the game. Like having a Juicer, a glitter boy with his robot, and a rogue scholar all adventuring together. So treat the hacked robot as an animated dead or zombie without healing but expensive / time consuming repair whenever they are damaged. So a hacker is the new necromancer only people are cheaper and more plentiful than hard to find robots that need maintenance. Hey the players final get to use their mechanical skills and if that's what I and the players want; win win.
3. The point of debate is how hard should hacking be. A spell caster can work their magic and their target just has to make a saving through. Done. Best the player can do is to cast their spell again and hope their opponent fails their save.
Although, with hacking it might play like a psychic using Telemechanics possession or something. Where the player is out of body and essentially play the robot in combat as opposed to the necromancer/spell caster who is directing their undead minion.
So, its a matter of deciding on a "fair" system for game play of manipulating robots and computer systems. Only framework I have to compare it to are spells and psionics.
What to roll?
How long it takes to do?
Do "they" get a save?
How long does it last?
How "much" does it cost the "hacker/caster"? .
Please share your feedback/ideas
Very Respectfully,
Brett
Computer operations, Computer programing, Computer Hacking (Rogue), Electrical Engineering, Artifical Intelligence.
I'd like to create adventure moments when they could use them.
Where on Rifts Earth can players use hacking skills.
To test my own beliefs I will attempt to answer my own question.
Only a handful of major cities, military bases, factories, schools, robots exist with the type and level of computer technology.
I see computer hacking like hot-wiring a car.
I don't know how to deal with it accept to determine the skill roll and have the player roll. After that, they get the information or control over the thing.
I vaguely remember an RPG a LONG time ago that treated hacking as an adventure scene. Had a map with rooms for nodes or whatever. Hacker player had to pick locks, fight digital security guards, bluff/disguise their way past check points/guards, search for informtion, digital money or digital controls. Then they could fire the turret in the outside real world, take over the plane/car/boat etc.
The problem was, it isolated the rest of the adventure party from the one who was doing it. Also, they had to watch over his veg body like he was astral projecting.
Also, the computer skill activities felt Over Powered or never used. As though if the player succeed in their "Hack" they could put in a slave program or self destruct program that would shut down or blow up the robot/skel-bot or turn it into an NPC equivalent of the spell "Animate Dead" or zombie.
Powerful stuff
The books don't seem to have any canon rules or examples.
Well, the skills exist and are a thing if the player plays a character with them.
99% of the time, Rifts Earth does not have much in the way of robots and computers around. They are for city folk and rich ones at that. That leaves archaeology finds with computers/robots, Archie 3, CS skel-bots, etc.
Basically, I want players to be able to play the way they want to play (within the rules/limits of the game). If they pick a OCC with the skill, they ought to be able to use it.
The question is how do I let them in a way that is not to easy, over powered or boring for the rest of the adventure party?
My guess is, the adventure party is supposed to be kept amused by turn taking by out of cyberspace combat or skill use.
2. Rifts always have unbalanced things going on with it. It's just the game. Like having a Juicer, a glitter boy with his robot, and a rogue scholar all adventuring together. So treat the hacked robot as an animated dead or zombie without healing but expensive / time consuming repair whenever they are damaged. So a hacker is the new necromancer only people are cheaper and more plentiful than hard to find robots that need maintenance. Hey the players final get to use their mechanical skills and if that's what I and the players want; win win.
3. The point of debate is how hard should hacking be. A spell caster can work their magic and their target just has to make a saving through. Done. Best the player can do is to cast their spell again and hope their opponent fails their save.
Although, with hacking it might play like a psychic using Telemechanics possession or something. Where the player is out of body and essentially play the robot in combat as opposed to the necromancer/spell caster who is directing their undead minion.
So, its a matter of deciding on a "fair" system for game play of manipulating robots and computer systems. Only framework I have to compare it to are spells and psionics.
What to roll?
How long it takes to do?
Do "they" get a save?
How long does it last?
How "much" does it cost the "hacker/caster"? .
Please share your feedback/ideas
Very Respectfully,
Brett