I looked into making hacking "more interesting" for a Spycraft campaign. For me, it came down to a 2 fold problem. 1) The Decker Problem : Decker Problem One of the more infamous published game design errors, a classic example of the Specialization problem (q.v.) In two of the most well-known cyberpunk games, Shadowrun and Cyberpunk 2020, the rules explicitly state that only a character who is specialized at operating in cyberspace (the "virtual reality internet" common in the genre) could do anything at all within it. (Such a character is usually called a "decker" , thus the term.) The range of characters in both games was such that any given group would need only one decker. Both games then specified large, detailed tactical rules systems for resolving encounters in cyberspace, which - while involving and interesting in theory - were unplayable in practice, because it would be socially unacceptable to leave the other players with nothing to do while the decker's player played through them. ( Cyberpunk 2020 made things even worse by specifying that an entire cyberspace adventure could take only a few seconds of game time - meaning that the other characters were not only unable to be involved in the cyberspace encounter, but unable to do anything at all, because in the game world they would not have had time to do so.) Generically speaking, the Decker problem could be said to be any elegant, novel and original rules solution to a problem of genre emulation, that nevertheless cannot be implemented in-game on a regular basis because it would be socially unacceptable to use it. In my case, we ran the major hack sessions as a 1-on-1 on a different night as often as possible to avoid that. 2) It's hard to make something like that actually interesting in a game and realistic, unless your Hacker is as psyched about it as you are. I started by looking at Uplink (which is awesome) and remembering Shadowrun on the Genisis and System Shock. I decided to make an abstraction around hacking, which consisted of a collection of nodes representing different servers in a network, kind of like rooms in a dungeon. Here's the rough (very rough!) rules we came up with (note, Spycraft has gadgets, which are basically super-science whatnots), maybe you can get some ideas from them: Server Chains
At the start of each mission, Agents with Computers as a class skill receive one Basic Server Chain for every 3 ranks they have. A Basic Server Chain is comprised of 5 Basic Commercial Nodes, and may have the final Node located in whichever country the Agent desires. Server Chains are used to connect to Target System when you are hacking remotely. Server Chains provide a useful barrier between the Hacker and the Target System, slowing any trace attempts by opponents.
Chain Node Attributes:
Latency: Each node in a Server Chain introduces a cumulative delay to any hacking that is done through it. This is not necessarily because the connection is slower, but represents the added overhead of keeping your tasks from attracting extra notice or from being overt and easy to trace. (See Flooding below.)
Security Rating: Every node has some amount of security which makes it difficult for someone to get onto it without an account. This number represents base for a check that must be exceeded to trace through this node to the next point on the chain. The agent is assumed to have already bypassed the Security Rating of any nodes on one of his Server Chains.
Type: Type is only important on the final node in a chain. Types are expressed as a Country and sector, such as US/Government or Italy/Commercial . If this type matches the type of the Target System, the Hacker receives a synergy bonus as long as the Target system is not Alerted.
Target System Attributes:
In addition to the Security Rating and Type attributes of a Chain Node, Target Systems have the Alertness and Competency attributes.
Alertness: Target Systems start in either a Passive or Active state. A failed check while on a Passive node will cause the node to move to active and begin tracing. Active alertness means the node immediately starts tracing any inbound connection. A failed attempt when a server is in Active alertness causes an escalation to Alert. Once in Alert, the Hacker is denied the synergy bonus from matching Types. Some systems have a Full-Alert state. If a system becomes on full alert, trace attempts receive a cumulative +2 for each failed roll by the Hacker.
Competency: Once the trace starts, this number represents how effective the administrators of a system are.
Improving Chains
Adding Nodes
Additional Nodes can be purchased at a rate of blah blah blah
Improving Nodes
Nodes can be improved by blah blah blah
Example Nodes
Basic Commercial Node
Your basic run of the mill commercial web server or the like. They aren’t super powerful and are often over loaded with accounts and services. This makes them easy prey to a world class hacker, but also means they are fair to bursting with activity already making hiding any extra activity a delicate balancing game. Admins are generally most concerned with keeping the box up and running and aren’t well equipped to deal with intrusion. If something happens, they are likely to power cycle the box and shift the load to another server.
Type: Commercial Latency: High (30%) Security Rating: Secure (20)
Commercial Node
Extremely successful tech companies (IBM, Google, Microsoft, Facebook, etc) with deeper pockets and greater tech-savvy have stronger, better connected servers with better load balancing. This means a decrease in Latency and in increase in Security Rating, with an increase in Alertness to go with it. Admins are concerned with uptime, but will probably shift load at the first sign of problems and try and figure out what is going on. This probably means tracing the connections and informing appropriate authorities before forcing the parties off of the system.
Type: Commercial Latency: Medium (20%) Security Rating: Extra Secure (25)
High Security Commercial Node
Companies that deal in extremely sensitive information (Banks, Research Firms, Medical Data Stores, etc) have many more layers of security, and administrators who are actively watching connections.
Type: Commercial Latency: Medium (20%) Security Rating: Very Secure (30)
Government Research Node
Located on a government’s network, with access to other government systems. Basically a run of the mill server with some security upgrades by government intelligence.
Type: Government Latency: High (30%) Security Rating: Extra Secure (25)
Deep Net Server Node
Specializing in illegitimate dealings and anonymity, they take their security very seriously.
Type: Deep Net Latency: Medium (20%) Security Rating: Very Secure (30)
Example Systems
Municipal Services System
Services in an area like traffic cameras and lights, local power grid, are all controlled by Municipal Services Systems like this one. Some larger areas may be more competent or secure.
Type: Government
Security Rating: Extra Secure (25)
Alertness: Passive
Competency: +10
Corporate Trade Secrets System
Companies often have servers hiding in their midsts that they don’t want outsiders poking about on. These are the places where blueprints for new products, financial statements, and the pictures from the executive getaway are kept.
Type: Commercial Security Rating: Very Secure (30) Alertness: Passive Competency: +15
Prison Control System
Nothing spoils your day of guard duty like releasing all the crazies in cell block 9.
Type: Government Security Rating: Extremely Secure (35) Alertness: Active Competency: +15
Private Business Security System
Where the Walmarts of the world manage their webcams and time cards.
Type: Commercial Security Rating: Very Secure (20) Alertness: Passive Competency: +10
Gadget Nodes
All gadget nodes are attached to other nodes in some fashion.
Beowulf Cluster
The Beowulf Cluster Gadget provides a Power Rating bonus to computers during the hack. The bonus is equal to the the rating of the Beowulf Cluster minus one for each node between the Cluster’s base node and the Target System. When the base node with the Beowulf Cluster attached to it is compromised during a trace, the Beowulf Cluster is detached and it’s bonus can no longer be used during the hack. The Beowulf Cluster can be used again on the next hack.
Loki Gateway
The Loki Gateway causes the type of the final node in a Server Chain to always match the Target System for the purposes of the legitimacy bonus. The Loki Gateway is detached when that bonus no longer applies and can be used again on the next hack.
Ouroboros Proxy
The Ouroboros Proxy directs a trace down one of your other Server Chains from the node where it is placed. A trace that reaches the node with the Ouroboros Proxy is directed for each subsequent trace attempt down the attached Server Chain. A Trace attempt through the Ouroboros Proxy that reaches the end of the Server Chain or scores a critical success will reveal the deception and allow the next attempt to target the node after it on the actual Serve Chain. The Ouroboros Proxy can be used again on the next hack.
Ragnarok Box
The Ragnarok Box must always be attached to the node closest to the Hacker’s system. When a trace is successful against it, it triggers a complete meltdown of the node’s physical hardware, severing the chain and preventing the trace attempt from succeeding. The Ragnarok Box is single use gadget, but can be moved to the beginning of a fresh Server Chain so long as it has not been destroyed.
Fimbulwinter Router (Firewall?)
The Fimbulwinter Router slows down any trace attempts through it and subsequent nodes, effectively increasing the Security Rating of each node by one step for each level of the Fimbulwinter Router’s rating. The Fimbulwinter Router can be used again on the next hack.
Ratatoskr Compression Engine
The Ratatoskr Compression Engine is not attached to any node, but affects all of the nodes in a Server Chain. The latency of each node in the Server Chain is considered to be one step faster for each level of the Ratatoskr Compression Engine. The Ratatoskr Compression Engine can be used again on the next hack.