Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Has anybody played or run a 'realistic' hacking RPG?

I'm not referring to cyberpunk settings, not anything like The Matrix; I'm interested to know if anybody has played or run a hacking RPG run somewhat in the style of 1980s hacking movies, or the indie game Uplink (which I incidentally came across when clearing out a load of old CDs and old games). I would imagine the gameplay would be split between hacking simulations and 'real world' actions - characters with physical abilities would not go to waste, while hacking simulations would be far more in-depth than a computing roll. Any thoughts?
1409063758
The Aaron
Roll20 Production Team
API Scripter
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.
1409064344
Gid
Roll20 Team
Sadly, this thread is off-topic for our site. We only permit discussion that is specific to Roll20 (which you can read about in our Code of Conduct ). Since this is a general RPG question, you'd be better served posting it on a general RPG site, like reddit.com/r/rpg.