TRDG |
If so, how did it go?
This sounds like a fun thing to add into a game, be it an official one (thats mostly me) or in homebrew story lines (most def not me, LOL)
The computer sub skill systems seems like it would work quite well for that extra special Shadowrun type vibe.
Digital Persona sounds fun!!
Hacking actions looks well thought out
Looking to add this into my Vast game sooner or later, just like mechs as well so does this work well or needs some tweeks for those who might have run this?
Thanks
Tom
Dargoth876 |
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I tried it in Puppet Without Strings (tTC module 6), when my team went reomte hacking KSN Interstellar.
It made a nice change of pace. The hacking options are simple and usable. Still, when someone max out their computer skill, dealing with the 3 subskills does not add a lot to the experience, unless your making a hard hacking encounter.
Be sure to put some specific things for your support (non-lead) hackers, unless it becomes tiresome for them.
Claxon |
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I don't plan to use it ever and don't think it's generally a worthwhile addition to the game.
To expand on my statement, the reasoning is that it shifts the focus to 1 player while they hack and doesn't give the rest of the party much to do unless your whole party is hackers (in which case this a great systems).
And I think trying to run this system while running something else would be too difficult for your average GM.
In general, it's simply a bad idea IMO.
Edit: It definitely has the Shadowrun hacking vibe to it, which I also feel is generally bad. Again, not (necessarily) because the system itself is bad because it's splits the party into those who are hacking, and those who have no business hacking.
I remember playing through the Shadow Run video game and thinking (FYI I've never played table top Shadowrun) this is fun, but it would suck if I had to wait for someone else to do this. Or that it would suck for a GM to try to run this and a combat.
Cellion |
I do like that Paizo took a stab at further fleshing out the hacking rules. These rules definitely head in a direction I like, but I think they do it in an overcomplicated way that threatens to bog down action at a table. I haven't had a chance to use them and I think it's unlikely that I will use them over making my own rules.
The core of why hacking isn't currently interesting for me in Starfinder is:
The Dynamic Hacking rules:
So overall, I'm looking for simple to run, with basic but meaningful decisions and consequences. This isn't it.
Summaryn |
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The Dynamic hacking rules subsystem sounds like a cool addition for adding depth to gameplay, whether it's in an official game or a custom homebrew setup. I can see how it would give that Shadowrun-esque cyberpunk vibe—a digital persona aspect could really spice things up!
Speaking of hacking dynamics, have you checked out https://guidedhacking.com/threads/tryhackme-internal-walkthrough.17654/ ? They offer great insights into cybersecurity challenges—I remember reading one that gave me a clever idea for enhancing game mechanics. Exploring these resources can really inspire creative tweaks for your Vast game.
Perpdepog |
Edit: It definitely has the Shadowrun hacking vibe to it, which I also feel is generally bad. Again, not (necessarily) because the system itself is bad because it's splits the party into those who are hacking, and those who have no business hacking.
I remember playing through the Shadow Run video game and thinking (FYI I've never played table top Shadowrun) this is fun, but it would suck if I had to wait for someone else to do this. Or that it would suck for a GM to try to run this and a combat.
You're not wrong there. It can really slow down play, and it is lots of extra bookkeeping for the GM to do.
It's also not even close to just how wonky SR can get with extra, bespoke modes of play that split the party. Imagine the scenario where you've got a decker/techno, your street sam, a mage, and a rigger all on the same team; you're having to juggle the Matrix rules, the normal meatspace combat rules with all their extra rolls for calculating damage and armor soak and such, the rules for exploring the Astral, and the different rules for running vehicles and drones, all at the same time.And woe betide you if someone throws a grenade and you have to calculate those explosion radius and damage rules, too.
Dragonchess Player |
Personally, I would prefer a "more complex" hacking to use the PF1 research mechanics (which are probably closer to actual hacking than the dynamic hacking sub-system).
The whole "digital persona" thing is more complicated than it needs to be. Similar to PF1 psychic duels.
Also, as mentioned, it more or less becomes a long-running solo activity where the rest of the group sits around waiting.