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Interrupt

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  1.  

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    Using Programs

     

    So that last example using Run Program sounds pretty killer, eh? Well that aint the whole story. Programs are incredibly useful, but like everything in the Net its all about your skills and your kit.

     

    In Run.Net, system memory is handled a bit differently than you might be used to. Rather than assign each program an amount of memory to keep track of, it is assumed that any skilled Netrunner knows how to keep their gear upgraded and running smoothly. You stay on the bleeding edge of your warez, both hard and soft - and yesterday's killer programs are today's weefle-appz.

     

    The idea is that as the complexity of software increases, so does the capacity of the hardware running it and vice-versa. So its pointless twiddling numbers back and forth tracking every little byte of memory usage - that is way too slow and way too boring. Instead you can find out how many programs you and your set-up can handle by looking at your stats.

     

    The limit of how many programs you can maintain control of at any given time looks like this: (Run Program (0-5) + Your CPU Speed (0-5) = (1-10) Program Limit). Each program that you keep active carries a cumulative -1 for all actions. Choose wisely ;) .

     

    You can always shut down a program you don't need to make room for one that you do. The most cryo-chilled Runners out there always know how to juggle. However, you may not want to go loading yourself up with unnecessary programs like some kind of digital juggernaut - otherwise someone who is running leaner than you might get the drop on your bloated system and Flatline you faster than you can say "I'm runnin' too many programs".

     

    Scratching your head and wondering why you only can run up to 10 Programs? Well, Ace, it's because we're not counting the myriad Simple Programs running on your Rig to use those Command Actions. Each Command Action is actually being done by a variety of small, effective simple programs depending on the situation. Some of these vary from Runner to Runner, some are common amongst many, some are one of a kind - but all of them are behind the scenes. The kind of Programs that we are talking about in your Program Limit are ones that take either special resources, or special attention to operation. Since you have a finite amount of attention and a finite amount of resources, you can only operate a finite amount of Complex Programs. So you have 3 choices, improve your Deck, improve your skills, or FIND A DIFFERENT HOBBY!

     

    Make no mistake, Programs require a system to run on, they do not exist autonomously from some form of storage. But whether the program is located on a Server, a Dataterm, a SmartAgent, or a Game System, Programs can be run from ANY SYSTEM UNDER YOUR CONTROL. That's right, if you Infiltrate and Control any Target containing programs, they are yours to run with as long as that Target is controlled by you. Just think about the possibilities of that for a second.

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    Causing Damage


    So now you know how to find a Target and you know who is going to attack first - but what can they do with that attack? Let me show you.

    There are 3 basic attacks that can be performed on most Targets. The first is Feedback/Overload, the second is causing a Signal Break, and finally you can pick a nasty piece of software and Run Program. Here's a look at how each one of those works:

    1. Feedback/Overload: These are 2 sides of the same coin. Feedback is achieved by routing signals coming from the opponent directly back into their neural interface (Attacker INT + Control//User +1D10 + Mod) Vs (Defender INT + Secure//User +1D10 + Mod). This feedback loop (picture feedback at a stadium concert inside your cranium) has the potential to knock the target unconscious via stun damage (3D6), but is unlikely (10%) to cause any physical damage.

    // Example: BoxPhreak hits ICE-9 with a blast of Feedback:(INT(8) + Control(3)//User(4) + 1D10 (5) = 20) Vs (ICE-9: (INT(6) + Secure(5)//User(1) + 1D10 (3) = 15). ICE-9's senses fill with a torrent of digital fire. BoxPhreak rolls 1D10 to see if the damage is physical (4) = Stun Only. Now roll 3D6 for stun (11). ICE-9 had better hope he can beat his stun save!

    Causing an Overload works similarly, by flooding a piece of target hardware with requests until it breaks (Attacker INT Control//(Target) +1D10 + Mod) Vs (Defender INT + Secure//(Target) +1D10 + Mod). This could be a servo motor on a security camera or piece of Cyberware, it could be the transceiver on a Comm unit, it could be nearly any vital component that you can get your grubby digital mits on. For every point over the defending value there is an additional +10% chance that the Target in question is damaged.

    // Example: BoxPhreak targets the security camera at the end of the alleyway and attempts an overload:(INT(8) + Control(3)//Sensor(3) + 1D10 (8) = 22) Vs (Average Diff. (15) + Secure Bonus set by GM (5) = 20 Success) The Camera sweeps all the way to the right, there is a high-pitched squeal as the motor keeps pushing past its limit. The squeal is replaced by rapid-fire clicking as wisps of smoke rise above the camera.

    2. Signal Break: At any point along an opponent's signal chain, a Signal break can be attempted (INT + Control//Comm or CPU +D10 + Mod) Vs (Defender INT + Secure//Comm or CPU + D10 + Mod). If successful, the defender loses their connection and is booted out of the system they were in. If a Signal Break is used against the User's main connection to the Net, they will be kicked out of net-space entirely. At that point they will have to start their run over before continuing any activities in the Net.

    // Example: ICE-9 has recovered from the first attack and needs to get BoxPhreak out of his way fast. He has located the router that BoxPhreak is using to connect to the Net and he attempts a Signal Break (INT(6) + Control(4)//Comm(2) +1D10 (9) = 21) Vs (Defender INT(8) + Secure(4):Comm(2) +1D10 (4) = 18) BoxPhreak is navigating through the digital slipstream one second - and the next he finds himself back in the 2-bit coffin hotel he rented to make this run. Dammit!

    3. Run Program: An array of software has been written to use the Direct Neural Interface to do some truly terrifying things to the human organism. If you look hard enough, you can probably find a program to do just about anything you can think of, if there isn't one, you might be able to write it yourself - If you have the skill.... You can find a list of different effects here. Any of these effects can be employed if you have the program to do it. You must first activate the program using an Action [Control//File] (at any time during your run) and then when you want to attack a target, you use another Action [Run-Program//Target] at that time.

    // Example: BoxPhreak jacks back into the Net on a mission for revenge. He spends an Action loading up "TWITCH_v3.1" (Strength 3). After he has tracked down ICE-9 (using various Scan, Locate, and Detect Commands) he catches him off guard (INT(8) + Run Program(2)//"TWITCH" (Str 3) + D10 (4) = 17) Vs (Defender = INT(6) + Secure(5)//User(1) + D10 (2) = 14) Before he even has a chance to figure out what is going on, a signal spike races through the cables in ICE-9's deck straight through the Direct Neural Interface and begins telling his spine to jerk uncontrollably. The seizure lasts for a full 30 seconds in real-space leaving a battered, drooling and unconscious Netrunner heaped over his equipment as the rest of his crew continue trying to get past the corp guards nearby. Too bad.
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    Finding Targets / Info Gathering

    Now you know how to get the jump on some poor fool I bet you want to know how you find your first victim? Well, in the Net things are a bit different than in the Meat World. For one thing you don't use your senses (sight, hearing, etc) in the same way. The only information you can get has to come to you through your equipment. Sure your brain might be jacked directly into the electric wild, but all that is just Virtual- not actual.

    Because of this, any Netrunner worth her bits knows how to conceal her actions in the Net, so I wouldn't trust your digital eyes if you want to live very long. Instead you have to fight fire with fire - use Commands to get a lock on your potential target. How do you do this? Glad you asked.

    As you already know, there are 4 commands dedicated to information gathering. These are Detect, Locate, Scan and Query. This is Information Technology we are talking about here, so it makes sense that nearly half of your commands would be geared towards gaining Info.

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    > Scan - Has 2 major functions: First, it allows you to make a broad sweep of anything "around" you (meaning any system or user who may be able to interact digitally with you). Second, it allows you to keep an eye on something without having to spend an action checking up on it every round. So you are able to run a basic Scan to see if there are hostile Netrunners ready to pounce on you, or you could use it to keep a constant status observation on a device such as a server, drone, security camera, etc. Scan will NEVER reveal anything that has been Concealed! (That's what Detect is for)

    > Detect - Allows you to reveal a target that is Concealed. This can be used in a general sense - such as in attempting to reveal ANYTHING in the area that might be concealed, but this comes with a serious penalty (-5). When used in this manner, an additional Detect Command will be necessary to defeat the Concealment. If you know that target should be there but the target has been concealed - you will have to run a Detect command to reveal it (no penalty). Think of it like this: you can use a metal detector to show you a land-mine that is concealed below the ground, but you would still have to dig in the dirt to reveal it. The metal detector sweep is General Detection, digging in the dirt is Specific Detection. Detect ONLY works to show you Concealed targets!

    > Locate - When you need to find out Where a target is, this would be the command to use. Locate can be used digitally (e.g. find a file within a database) or in Real-Space (e.g. find a cell-phone user by triangulating cell towers). Locate will NOT work on a Concealed target. Locate gives you location information only - it will not expose a Concealed Target or give any information about it.

    > Query - If a Target has been Located and/or Detected, you can use Query to request information about the Target. Obviously this only works in certain situations. This command can be used to find out model numbers, serial numbers, what operating system the target uses, how many systems or devices might be connected to the target, basically anything you might find in the user manual or from routine status diagnostics. You could Query a Database to find out how many files it contains of what type, Query a security system to determine how many cameras are operational, Query a Cyberdeck to determine what connection type the User is employing at the moment. Query gives you simple facts about the target - it will not Locate the Target, expose a Concealed Target, or give you an assessment of strategic information. You must already have access to the Target before using Query.


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    Those 4 Commands cover all of your information gathering needs. Let's take a look at how those might be used during a run.

    // Example: BoxPhreak has gained access to a corporate database and is looking for the secret plans for the new spy plane being developed. He is also keeping an eye out for any Corp Hackers who might Flatline him in the process.

    // ACTION 1: Scan:Database - This will give the lay of the land and reveal any obvious problems.(INT (8) + Scan (2) + System (5) + 1D10 (7) = 22) Vs. (DV 15) SUCCESS! Scan successful - there are a crapload of files, but nothing came up regarding other users or Black ICE. But BoxPhreak knows better than to let down his guard!

    // ACTION 2: Detect:General - This general Detection might uncover hidden traps or other users lurking around in the Database. He takes a -5 penalty for not specifying a Target, but he gets a broader sweep in exchange.
    (INT (8) + Detect (4) + General (-5) + 1D10 (8) = 15) Vs. (DV 15) SUCCESS!
    Scan successful - Nothing comes up. (BoxpPhreak doesn't realize that the -5 penalty has cost him in this case. He failed to detect a defensive program lurking amongst the files in the Database. He would have had to beat the Conceal value (20) in order to notice it)

    // ACTION 3: Query:Database -BoxPhreak pulls up a list of the different file-types contained in the Database looking for anything that might resemble the secret plans.
    (INT (8) + Query (3) + Database (2) + 1D10 (6) = 19) Vs. (DV 15) SUCCESS!
    Query Successful - He sees a number of files that might be what he needs. Now he has to find those files and take a closer look...

    // ACTION 4: Locate:File(s) - He jumps to the section of the Database containing the promising files.
    (INT (8) + Locate (4) + File/s (2) + 1D10 (2) = 16) Vs. (DV 15) SUCCESS!
    Locate Successful - Now to take a look at the files to see if any of them have what he needs.

    // ACTION 5: Query:File(s) - BoxPhreak has been given a special code that should appear in the correct documents. His Query was to see if any of these files contain the code.
    (INT (8) + Query (3) + File/s (2) + 1D10 (10) = 23) Vs. (DV 20) SUCCESS!
    Query Successful - The Query turns up nothing. Confused, BoxPhreak thinks for a second. He realizes that they probably Concealed the specific file that he needs, but now he knows the section of the Database that it should be in as well as what type of file it is and approximately how large the file should be (based on the other similar files he found). He decides to try and Detect it - hoping that he will find something before he runs out of time.

    // ACTION 6: Detect:File(s) Earlier we found that BoxPhreak only has 6 possible Actions per round, so this is his last Action this round whether he is successful or not.
    (INT (8) + Detect (4) + File/s (2) + 1D10 (5) = 19) Vs. (DV 15) SUCCESS!
    Query Successful The Detect Command worked! He uncovers the file he was looking for by defeating the Concealment. He'd better be ready for the black ICE that he failed to Detect earlier or this may be his last Action ever. On his next turn he will have to try to get out of the Database alive and cover his tracks so they won't know he was in there, at least he has the file he was sent to find!
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    Calculating Initiative


    All this talk about speed is probably making you wonder what happens when you run up against a system or user you want to show-down with. How do you know who is faster on the draw?

    Your SPEED in the Net has 2 major functions. First: as we have already discussed, it impacts how much you can get done in a given amount of time (aka number of actions). If you have one thin round to get something done, you had better be fast enough to do the damn thing. Second: it impacts who is off the block first (aka initiative). In a face-down you had better be the fastest on the draw or you might not get a second chance.

    Initiative in the Net works the same way that it does in the meat world. When 2 or more parties don't see eye to eye and want to settle things with good old-fashioned violence, the first thing on everyone's mind is "who gets to shoot first?" Well, the net is no different.

    So, your Initiative works like this: SPEED + REFLEX + 1D10 + Mods = Highest goes first

    // Example: (BoxPhreak: SPEED (6) + Reflex (5) +1D10 (7) + Mods (0) = 18) Vs. His opponent's initiative (12)) = BoxPhreak goes first.

    You may have noticed above that I said REFLEX and not INTELLIGENCE. You noticed correctly! You see, when it comes to initiative we are talking about reaction time here - that gets bundled under Reflex rather than Intelligence. Don't worry brainiac - your Intelligence was already factored into the SPEED portion of your Initiative, so don't get your knickers in a twist over it.
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    Equipment Modifiers

    What's that you say? Where am I coming up with the modifiers in that last example? You're a sharp one aren't you. Here's how:

     

    Like I said before, the Net moves FAST. A lot of net-heads are jacking their brains directly into the system via neural interface. This has the advantage of giving you a lot of speed but at the risk of exposing your tender gray-matter to the digital wilds! Others get a little queasy at the idea of sticking something into their skull or spinal column just to use the Net and prefer to use a combination of Gloves and Goggles to give them that virtuality fix, but still protect the old brain box from the nasties out there. There are others who aren't with it at all and still use the old Keyboard and Monitor set up from forever ago. Whatever your flavor, these all have an impact on your SPEED.

     

    With each increase in how close your are to the Net there is the trade of more speed for more exposure. Sure you can use some tricks to work around this, but for now we will just break down the speeds for each:

     

    Plugs/Cables = +4, Induction Trodes = +2, Gloves/Goggles = +0, Keyboard/Monitor = -2, substandard keyboard/monitor (too small, missing keys,etc) = -4 If you don't like it then get a better rig or STFU.

     

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    Number of Actions

    You may have noticed that in the example we performed several Actions to achieve the goal. This brings up the question of how many Actions a netrunner can complete during a round. That all depends on how FAST they are.

    Netspace moves fast, faster than the speed of thought. To reflect this, a netrunner can have multiple Actions Per Round. There are several things that can effect how many Actions you get. These include how good you are, what kind of gear you have, and other environmental factors like what the network is like or how strong a signal you have to work with. Actions Per Round is calculated like this:

    Intelligence(1-10) + Interface(1-10) + Deck Speed(1-10) + Modifiers ÷ 4(round up) = (1-10 Approx.)

    As you can see, this means that every netrunner gets at least 1 action per turn no matter how much they suck, and expert netrunners can pull off upwards of 10 actions (or more) in that same turn. This reflects the power differential possible in the Net. This creates immediate disparities when 2 netrunners face each other in combat and even allows one experienced netrunner to take on several and maintain an advantage. In short, you are either fast or you're flatlined.

    // Example: BoxPhreak has an Intelligence of (8), an Interface of (6), a decent Deck with a speed of (4), and is using a direct neural interface (+4), and low-impedence cables (+1).
    His speed will be: (INT (8) + Interface (6) + Deck Speed (4) + Cables (5)) ÷ 4 = 6 (For 6 Actions Per Round)

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    Using Command Actions


    How do you use the Command and Target lists? Hang on there, slick, that's coming up next.

    Each Command and Target can be combined to form "Command-Actions", or just "Actions" for short. An action describes what the netrunner wants to do (Command) and what they want to do it to (Target). Given the different values that each item has, this creates wide variation in how good a Netrunner is at any particular Action. Two netrunners might have the same Interface level, but vastly different abilities in specific situations. It's all about how you put your Actions together.


    // Example: If our boy BoxPhreak wants to get some free wireless access from his neighbor's flat this is how he might go about it:

    // First, he has to check and see if there is a signal available to hack into: (INT (8) + Detect (4) + Comm (5)(wireless network) + 1D10 (6) = 23) Finding a network like that would be easy(Vs. DV 10) SUCCESS!

    // Next, he would have to gain access to the system:(INT (8) + Infiltrate (5) + Comm (5) + 1D10 (3) = 21) Now a system like this might have some basic security on it, but nothing that any decent hacker can't get through.(Vs. DV 15) SUCCESS!

    // Now that he is in the system he wants to use it to download some music:(INT (8) + Control (3) + Comm (5) + 1D10 (7) = 23) Since he is simply using the system for a standard purpose this is pretty easy(Vs. DV 10) SUCCESS!
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    Command List / Target List

    What are the Command List and the Target List? I'm glad you asked.

    Commands and Targets are what your Netrunner will use to form "Command Line Actions". This is how everything is done in Netrunning. If you want to hack anything you will have to do it by making an Action. You can create an Action by taking your Intelligence + Command + Target + 1D10 Versus an opposing Difficulty Value. Now you need to know what the available Commands and Targets are. Each is divided into a list of 10 items.

    //The Command List:
    1. Detect/Conceal - To determine presence of Target or overcome concealment / to hinder discovery or disguise to avoid detection by another party
    2. Locate - To find physically or Digitally within a given set of parameters
    3. Infiltrate - To gain unwarranted access to or bypass security of Target
    4. Control - To execute normal operation of Target
    5. Secure - To prevent infiltration, modification, or control of Target by outside force
    6. Cipher - To render a File or Signal indecipherable to another party / To decipher an encrypted File or Signal.
    7. Scan - To assess the condition of a Target. To maintain passive observation of a Target
    8. Query - Request specific information that can be gained from Target. Serial number, version, manufacturer, size, hardware linkage, range, mode of operation, etc.
    9. Edit - To alter a Program, File, or Database
    10. Run Program - Execute software from a controlled system
    //The Target List:
    1. File/Database - Set of data contained as a unit for use by program, system, or user
    2. Cyber - Hardware that utilizes bio-mechanical interface technology
    3. Comm. - Technology designed to enable the communication of 2 or more parties (e.g. phones)
    4. Sensor - Hardware designed to gather sensory data (Camera, Microphone, Touch/Heat/Motion sensor, etc)
    5. Remote - Mobile system operating under control of user or system from a distance.
    6. Cybermodem - Hardware designed to interface a user or system with the Net.
    7. Vehicle - System designed to physically transport user or materials
    8. Weapon - System designed to cause physical damage
    9. CPU - CPU in control of a given system or set of parameters
    10. User - Human (or AI) operator connected to a CPU
    With these lists, you can have any system at your command... If you are good enough. ;)

    Now that you have your lists, its time to load em up and get hacking. Above we said that you get your list points like this: Interface x 10 ÷ 2. That number is then distributed into each item on your Command List and Target List separately. Each List Item can hold 0-5 points. You may have noticed that this means any combination of Command + Target adds up to 0-10 points. That's no accident pal. This allows Run.Net to be used like any other skill check in the Interlock™ or Interlock Unlimited rules systems; (Stat + Skill + D10) Vs. Difficulty Value.

    // Example: BoxPhreak has 30 points to distribute into the Command List and 30 points into the Target List. They break down like this:

    Command List (30 Total): Detect/Conceal = 4, Locate = 4, Infiltrate = 5, Control = 3, Secure = 4, Cipher = 3, Scan = 2, Query = 3, Edit = 2, Run Program = 2

    Target List (30 Total): File/Database = 2, Cyber = 3, Comm. = 2, Sensor = 3, Remote, = 4, Cybermodem = 4, Vehicle = 2, Weapon = 3, CPU = 5, User = 4
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    Interface Points

    Here's how it breaks down:

    Your Netrunner has a Special Ability called "Interface" which ranges from 1-10. Whether or not you use special abilities in your game you will need to include this. This skill creates a pool of points that break down into 2 separate categories. One is the Command List and the other is the Target List.

    Take your Netrunner's Interface skill and multiply it by 10. The result is your pool of points to distribute. Half of the points go into each list.

    // Example: BoxPhreak has an Interface of 6. Multiply 6 x 10 = 60. BoxPhreak can now distribute 30 points into the Command List and 30 points into the Target List.
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    So you want to be a Netrunner? You've come to the right place. B)

    Run.Net is a lean and ruthless system for powering your Hacker. The system has been overhauled, recompiled, and rebooted to be fast, frenetic, and flexible. It's lightweight to run, but packs more than enough power to take on the biggest system and the deadliest I.C.E. they can throw at you.These rules will be all that you need to get your rig booted up and slicing code in nanocycles flat. This system will cover how to hack anything that you can think of (and probably somethings you haven't thought of), all you need is skillz, a deck, and some guts. Think you can handle it?

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  11. I was unimpressed with Cybergenerations
    [it's] nearly impossible to convince anyone [the game is fun] unless they are willing to give the game an honest try.

    it was V3 in larval form, with "technobabble + magic" level technology coupled with a plot about as advanced as Space Invaders...
    …it was just encased in a thick layer of cheese. :D

    All adults are evil, all teenagers have magic powers, laws of physics need not apply.
    The powers were a stretch of belief, the yogangs were awkward, the mechanics were a bit simplistic

    When your average 13 year old can shoot lightning bolts out of his hands, or form material items out of him air, and every person over the age of 18 wants to kill them, how much room is left for roleplaying?
    it strangely came together to make a fun combination.

    Save your money, or at least waste it on somehing more amusing - that PDF is a waste of zeroes and ones.
    If you can set aside criticism long enough to get some solid gaming in, it is pretty fun. Something to play if you want something more relaxed than CP for a few sessions.

    Woah… conversation Déjà vu

     

    Like I said, it's a cheese-ball game. But I doubt you take everything in the CP2020 source books as gospel either (I know I sure don't). You use what works and you ditch what doesn't.

     

    If you are analyzing Cybergen as a serious game at all then you are over-thinking it. If you can't relax long enough to play a game for laughs then you are too uptight. I said it was fun in spite of its hilarious flaws, not because of them.

     

    Cyberpunk can take a long time to get started and falls prey to very common flaws that are well documented on this forum. Yet we all are able to mitigate these problems for the sake of a fun game.

     

    I play CP2020 over Cybergen 100-to-1, but when my pals got the Cybergen sourcebook for some laughs, we ended up having some fun gaming sessions that naturally mitigated a lot of the standard traps that CP causes. No need to read more into it than that.

     

  12. No-one has mentioned Cybergeneration yet. Also from the R Talsorian stable it was set about 5-10 years after 2020 and had the added bonus that the background doesn't fit with v3 either, which was nice.
    Cybergen was actually a remarkably fun game.

     

    …it was just encased in a thick layer of cheese. :D

     

    I liked it because it was looser and more free-form than CP2020 and encouraged problem-solving rather than out-gunning. It got away from the materialism which defines Cyberpunk too.

     

    The powers were a stretch of belief, the yogangs were awkward, the mechanics were a bit simplistic, but it strangely came together to make a fun combination. This is nearly impossible to convince anyone of unless they are willing to give the game an honest try. If you can set aside criticism long enough to get some solid gaming in, it is pretty fun. Something to play if you want something more relaxed than CP for a few sessions.

     

     

     

  13. You have a player who wants to monopolize the game someone will do something wierd from boredom.
    True.

     

    It's hard to find a good group to play with, and different people have different styles. You're right, you can't predict or control who will be playing always.

     

    The only trick I have is to try to give a problem player something challenging for them to do, and hope they aren't just trying to sabotage the game. If they are, I tend to wrap up early and not invite them back…  <_<

     

  14. Ultimately I feel that its not hard to come up with countless ways to hurt the PCs - after all, you are the GM and have the world at your disposal.

     

    The goal isn't to flex GM muscle at the player, it's to get them to be a contributing, productive member of the game. I personally don't feel this is best achieved through attacking their character, no matter how cleverly it's done. To my mind, that is still thinking like a player and not leveraging the GM position fully.

     

    Sometimes if a PC is out of line, it's fun to let their particular plan be TOO successful. Let that over-beefed killer wipe out half a gang… and then have the rest of the city (cops included) treat him as the threat he is. You don't have to rain attacks on him for this, just never let him sleep or feel comfortable again. Always being watched, followed, monitored, confronted. The group can stay away from direct contact and still feel these

     

    If the PC loves his armor, give the players a heat-wave to deal with. Being a tough guy doesn't help much against heat stroke. The key here is that it forces a choice on the player - they can continue their behavior or adapt to the new circumstances.

     

    I do think that players go munchkin when they are new or bored, but I think there is another more common reason - the GM trains them to play that way. Facing frequent attacks that aren't tied directly to the story teaches players to make characters as irrationally combat-ready as possible. They get used to the message that random, brutal, and often inescapable punishment will be sprung on them so they create characters to match that. Instead if they learn that their character will have to make interesting choices to survive rather than simply rely on muscle or tech, it produces players who excel at making interesting choices.

     

    </2 cred>

  15. Stray - you took the words right out of my mouth.

     

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    I was in the process of writing the same point that Stray so eloquently illustrated above. I also like to use the player's munchkin characters against them.

     

    If they beefed up on combat, I like to put them in a subtly nuanced yet precariously dangerous social interaction. A corporate negotiation, a wealthy socialite party, a hostage situation, etc.

     

    Put out a decoy that seems like an NPC they want to take out, only to find out that it was their liaison with vital information for their mission.

     

    If they have great tech and toys I make them choose which they can bring with them. Make them swim through salt water. Make them take on disguises that prevent them from using their standard gear. Put the action in a high-security area like an airport or bank or some such to funnel them through a security checkpoint.

     

    Equipment can always break, backfire, or get stolen at very inopportune moments… B)

     

    By the time you employ the GM "Hand Of God" fiat you have already lost. Wailing on their characters will just end up with dead or injured characters and the player will only learn that you are unfair and they should have beefed up bigger. If you show them that there are more aspects to being an awesome character than just firepower, they will learn to round their character's out more.

  16. Hey all! Thought I'd make a post here too.
    Welcome aboard!

     

     

     

    And on a last and final note... V3 is horrible. :) *Steps down* thank you
    A word of advice: That is exactly the kind of bald-faced, shameless pandering that will get you EVERYWHERE in a place like this. :D

     

  17. Talent is overrated. Just practice and you will do fine - just like anything else.

     

    Fortunately, being able to illustrate one's character isn't essential for gaming. I kind of think it's cooler to use different methods to represent characters depending on the group and the game.

     

    I have heard of people finding magazine or newspaper images (or internet) and then either photocopying or photoshopping them to give a "security camera" effect.

     

    Anyway - welcome to the board. :)

  18. ∆...\\::+ Run . Net +:://...∆

    Official Rule Set
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    I believe its time to get this started. I will be filling this thread out with the official Run.Net rules. You can read about the development of Run.Net in the beta thread, or you can continue to discuss anything having to do with the system in the discussion thread.

    Look for updates here to see a cleaner, leaner, meaner version of the system as its transcribed.

    - Interrupt
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