Wednesday, June 4, 2008
How to run the hacking part of a cyberpunk game. Part I
This was taken from a recent email exchange I had with some friends in regards to running our own cyberpunk game.
First off, to dash Josh's hopes and dreams: This is a cool idea but of
all the games we play, this is going to be one of the more expensive
ones. Plastic tubes, foam and duct tape are cheap compared to any
projectile driving device. Second, if you're going to represent
technology, then it has to be to some degree realistic, what game are
you playing if your "internets" is just a hand wavy alternate
dimension/plane with the minor environmental effects? I think in both
cases you'll require some sort of investment in enabling technology.
GPS, airsoft guns, light or wireless access points. Something that
will bring out the cyber part.
Making the interwebs is a very difficult prospect. I've tried games
like "uplink" and have spent much time figuring out how to make
"hacking" anything other than a drab and boring experience; mostly
because its a drab boring experience. If life were more like the movie
Hackers we'd be much better off but there would probably be more
capsized oil tankers in the seas and far more dead artists threating
the world for 25 million dollars. Row ... row ... row ...
I think one thing that could make this whole game more fun is
distributed involvement. Because you have communication devices at
your disposal, its possible to involve people who are not physically
located at the game. For example. Joe schmoe is busy one weekend and
cannot be onsite. He happens to be the puzzle solver sort of person so
he knows a lot of what is going on. During game play something comes
up, a player calls Joe schmoe and joe schmoe looks up on wikipedia the
solution to the puzzle. Winner! Or, do you not want to consider the
world wide web at your disposal?
I think another source of inspiration for this sort of game are ARGs.
They do a good job of blending reality with gaming and since we're
already in a derivative of the cyberpunk, dealing with real world tech
in game would not be a bad thing. This game is also going to need much
more preparation than another rpg because writing a website is not as
easy as writing in script on a parchment.
Because we're not playing a tabletop game we can look at what
shadowrun /current/ edition does with Decking. Because of the way
networks have firewalled themselves from the internet a lot of decking
is done inside. The running team gets the decker into the corp
network, then they do their thing. Or they kidnap someone with
approprate access and use their accounts. They did a good job of
getting a character class that was essentially a solo gig and made it
in integral part of the runner team. In otherwords even your hacker
characters are going to have to get in there and be involved in
modules. This also means that where people are in meatspace is
relevant to where they are on the "interwebs."
Now, here is my pitch and Josh is in disagreement with me here. I
think that you need a software framework to be easily able to build
and interact with virtual puzzles. I think you'll need multiple gps
enabled smart phones (iphone, android or s60) or wireless network +
PCs, a server, wireless networking to get this game off the ground.
Communications play a large part in the cyberpunk world -- especially
when they go out and the players who have come to rely on their decker
or their off-site drones lose some control. I also think you need some
evolution of my software (http://missing.googlecode.com) or something
like it (hopefully there is something better than the crap I have put
together) to build any sort of technological layer on top of your
game. Now the problem is you need this stuff to be accessible which
means, like I mentioned earlier smart phones and laptops for the game.
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