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calling all cyberpunks

PostPosted: Sun Feb 12, 2012 1:17 pm
by kumakami
so I'm starting notes on a game based only in the game worlds net. the idea is two fold;

1) most CB games make the net into another world. A world that requires disconnection form the real world. I doing so they make it entertaning but wholy sepert from the rest of the game.

2) I love movies like sneakers and hackers, the counter culture and bravado is to much fun.

game concepts so far

1)I'm bring in the concepts of "cloud" computing. Basicly no one owns a computer (normally), they have an net ID number and access devices. Every thing is "floating" around the net and processed through it, so its accessable anywhere but there are very little "Hard" copies of anything. 90% of users deal with the net in this way. 9% are either "upper" level users or noobie hackers, they deal with the same basic interfaces but have high accesses to areas. .5% are able to connect to the nods, the hard devices that help make this net exist. 3% are the hackers; they own illigal devices that act as false nods which allow them to move information, alter datas ID numbers, and create unlisted data clusters (programs). The last 2% don't matter as they are oddballs that have little to no net contact.

2) Computers have advance; they now us a Trinary base code. The addition of the maybe or half hot to the equation has made computers smarter and more flexable. We have moved to less electro-magnetic componets. Processors are now Neutrenic, using partical faster then light (neutrenos) to make their computations. Most inputs and outputs are either public or modern cell phone size. Neural interfaces are used by true hackers because of input speed, while it does posse risks in the end the hardwear is only as fast as a person can interact. There is very little in the way of direct links, its wireless or nothing.


so thoughts, help, flying monkey poo......

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 2:09 pm
by Rob Lang
What will the characters do?

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 2:11 pm
by J.K.Mosher
Interesting . . .

While reading the above I'm assuming that the "net" is going to be more of an always available
information resource . . . so if the party gets stalled say by a security door, someone can try and
download the proper "crack" or "access" without leaving the main world.

I'm also assuming that computer skills (such as code writing) will be linked to specific styles/programs.
Security Algorithmic Programming/Intrusion Protocols (allows a character to hack security)
Vs
Security Algorithmic Programming/Counter Intrusion Protocols (prevents others from hacking the character)

It maybe just me, but I also get a feeling that this is similar to "Ghost in the Machine" where the chance of
others "attacking" the character can come through the net.

Then again I could be completely off base. Again Interesting idea.

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 2:22 pm
by Onix
I like it, with cell phones and wireless tech now, there's no reason to disconnect from the net anymore. Cyberpunk was written before we had wireless anything.

I sat in on a cyberpunk 2020 game a bit ago, I can only say that the GM really knew how to make being a decker interesting. Everything is cyberconnected, there are cameras everywhere, door locks were connected to the net. There were two decker characters, a bunch of solos and a few other characters in the game and it was the deckers that were the most active. Sure the solos had their turns, but the deckers were the eyes and ears, they actually controlled the environment that the others had to fight in. I picked up a few ideas on how to run a really cool hacking game from that GM.

The main things were, make the hackers able to effect the real world. Access security cameras, do a search on people's identities, shut off lights, open doors, turn on blenders, hack the fuel mixture in a car to make it run better or worse, take control of the fly by wire controls, etc. Everything is connected to the net.

There's no reason that the net has to be a separate world anymore, it's almost like the hacker has psionics. To keep the atmosphere right you have to explain it in terms of networks, servers and cyber implants. Telepathy becomes an internal communicator, Astral projection is hacking video and audio feed. Telekinesis takes the form of accessing control systems on cars, doors etc. Illusion could be looping video feeds or software to input 3d objects in live video feeds.

It would also be interesting if a hacker could access another character's cybernetics.

A second point is the combat between deckers was like submarine warfare. The PCs didn't know where the opposing hacker was but knew he was hacking their video feeds. They had to find out where he was so that they could send countermeasures at him. It had a great atmosphere to it. The players could never really be sure that they were getting accurate intel but it wasn't enough that they gave up trying. If they couldn't rely on anything they'd have just given up, it was only one or two things that made them question the camera feeds. It was obvious that the opponent had to try hard to trick them but it was possible.

I also like the idea of augmented reality mixing the real world with the net.

With The Artifact it gets a little overshadowed but the Chezbah Priests are always connected to the planet's network and I wanted to explain what that was like. I wanted it to be like a sixth sense that bleeds into the sense of hearing and touch. It may be a bit of reading but I wrote about a character who's network connection is just forming .

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 2:34 pm
by J.K.Mosher
Just a side thought . . .
The "net" isn't everywhere in the same fashion, or power.
Some places are always "hot spots" or faster connection then others.
So when creating the access grid/map, or whatever keep in mind that
there will be "hot spots" and "dead zones".

Why? Well I have internet where I am, but it's hardline. There is no "wireless" in my
home community, nor even useful cell phone access for that matter, yet a 1 hour
drive away via ice road or a 20 minute flight and BAM! It's wireless and cell phones.

I doubt this will impact the mechanics too much as it is doubtful a group of "hackers"
will want to be plying their trade from some barely connected community, but it should be
a little side consideration . . . :)

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 3:40 pm
by kylesgames
Actually, I've been doing this sort of thing increasingly in my Shadowrun game and Orchestra's new version (when I finally write it down, the concepts are already done for pretty much everything) will have a more cloud-friendly and interconnected world. I'm contemplating allowing a "cloud computing" approach where you need to have network access to use your computer but you can have a hacking center lend you cycle time.

Only problem is that you're locked out from the most secure computers due to a simple IP address ban, not being interconnected, or them running on a private network that you can't get remote assistance on.

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 3:49 pm
by Onix

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 4:58 pm
by kylesgames

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 7:58 pm
by kumakami

Re: calling all cyberpunks

PostPosted: Sun Feb 12, 2012 8:12 pm
by J.K.Mosher
Interesting . . . like the working title :)

So again from just what is presented so far . . . I'm assuming
say if the "party/crew" took a job to sabotage a Corporations R&D department,
that if problems arise and the "hack" is proving too hard that a guy just machine-gunning
the core servers/HDDs wont work?