Showing posts with label Beginners. Show all posts
Showing posts with label Beginners. Show all posts

Saturday, 19 January 2013

Shadowrun: How to Hack


So I started running a Shadowrun game a few months ago, the holidays kind of got in the way and we have only just started again. After completing our first adventure it was obvious we have a lot to learn about the rules. One of the first things that we stumbled on was hacking. So after a lot of research I made this beginners guide to hacking in Shadowrun 4th edition. It's certainly far from complete, but it should give you a good start, I'm pretty sure everything here is correct but if not well....its served me well so far.


1. Detecting the Wireless Network [SR4 p225]: In order to hack a system you first must locate the wireless network that you want access to. Doing this is an easy task and requires no test and is considered a free action.
If you are in an area of high wireless activity the GM may require you to make a Electronic Warfare + Scan (GM determined threshold, 1 combat turn) extended test in order to filter through all the traffic for what you want.
It may be that the target network is in hidden mode. In order to identify a hidden network a Electronic Warfare + Scan (4) test is required.
If you are more generally trying to locate any hidden nodes in an area then an Electronic Warfare + Scan (15+, 1 combat turn) extended test is required.

2. Breaking In [SR4 p221]: A Hacker will take to approaches to breaking into a system. Ideally she would probe the target over time to identify any weaknesses in its security. However she may not always have time for this and will have to hack on the fly.

a) Probing the Target: This is the process of tentatively poking and prodding at the system in order to find vulnerabilities that will make it easier to gain access. The hacker must make a Hacking + Exploit (target's System + Firewall, 1 hour or 1 day) Extended Test. This will give the hacker personal account privileges, increase the threshold by +3 for Security privileges or +6 for Admin privileges.
Once the threshold has been achieved and the account created the hacker only has to use a complex action in order to break into the system. No further test is required.
At this point the system gets a chance to try and detect the hacker by making a single Analyze + Firewall (hackers Stealth) test. If it succeeds then an alert is triggered.  

b) Hacking on the Fly: If you think of probing the target as using a lock pick then hacking on the fly is the same as using a crowbar. It can be used to open a door at the end of the corridor your being chased down and then lock it behind you or to access the cameras ready to catch you sneaking into a warehouse. It's much quicker but leaves you more vulnerable to detection.
A Hacking + Exploit (targets firewall, 1 initiative pass) Extended Test is required to access the target system with Personal account privileges, as before increase the threshold by +3 or +6 for Security or Admin privileges respectively.
Remember I said that it was much easier to be detected while hacking on the fly, well every time the hacker makes a test the system gets to make an Analyze + Firewall (Hacker's Stealth) extended test. If it succeeds an alert is triggered.

Once a hacker is into the system she is free to go about performing any tasks that her account privileges permit. However she should still be on alert for roving security hackers and Intrusion Countermeasures (IC). In addition if an alert has been raised the system is likely to take active measures to deal with the hacker.

3. Log Off [SR4 p220]: No test is required to log off; it is merely a Simple Action. The exception is when a hacker is engaged with Black IC [SR4 p231].

Wednesday, 11 April 2012

GM Tips - Story vs Mechanics

In recent years the obsession with better and better graphics in video games has hit a bit of a wall. The more prominent games have been the ones with in depth stories, like the Fallouts, Skyrim, Mass Effect and even the traditional shooters  attempt to have rich campaigns. It seems now a days a game needs that captivating story in order to succeed and in a lot of cases it takes precedent over other aspects of the game. This is even more important in  your table top games.

Many RPG systems out there have a lot of rules and GM's and players alike can find themselves bogged down and restricted. This however doesn't have to be the case. Lets take a quick look at D&D 4E for a moment. In each round of an encounter the players can each take a Standard Action, a Movement Action, a Minor action and some Free Actions. This works well for the tactical game play that 4E wanted but what if your players want to try something a little different one round?

Lets say, as a player I wanted to run up to a table, jump onto and leap off grabbing the chandelier on the ceiling swinging across the room and plant my heel into the bandits face near the door.

This would require a Move Action to get to the table, a Free Action to get onto the table, an acrobatics roll to swing on the chandelier which is a Standard Action and then some kind of attack which would be another Standard Action, not to mention by the rules this would probably be an unarmed melee attack, which is going to be less than useful.

So to do this pretty awesome thing I would either have to take two turns or use an action point all to achieve a payoff that within the rules would not be worth it at all. That isn't fun, so as a DM you should rectify this. Instead of having your players try and figure out how to fit out-of-the-box actions like that into the rules just have them describe what they want to do and then you can work it the best you can. For example, just have the player move to the table, make a acrobatics test and then let them use an attack which makes sense and don't worry about what the rules say.

This way the player will have a much better time and that is better for everyone. My point here is that just because the rules say one thing it doesn't mean you can't adapt them when it is needed. That is true when you are playing any game. My example was of just one action in a fight but whatever the situation is you shouldn't let the mechanics of the game get in the way of telling your story and having fun with it. Your playing a Role Playing Game after all, the Role Playing should take precedent with the rules working as guidelines to resolve situations that arise.   

Tuesday, 10 April 2012

4 Great RPG's for Beginners


When starting out in the hobby, deciding what game to play can be pretty daunting. More often than not you will probably settle on the game you have heard most about, which will most likely be Dungeons and Dragons. D&D is certainly not a bad game and the current edition is the most beginner friendly one yet, but there are many more games out there that can introduce new players much better. Here are four RPG's which are great at doing just that.

1. Pathfinder Beginners Box

Pathfinder was released back in 2009. Based on the Dungeons and Dragons 3rd edition rules, It aimed to resolve many of the problems of its D&D counterpart and has certainly done a great job establishing itself as a major force in the RPG world. Recently Paizo released the Pathfinder Beginners Box and as the name suggests its intention is to help introduce new players to Role Playing Games. It does this by providing a streamlined version of the rules that offer a simpler and faster way to play, that some people argue should be the definitive rule set. The rule books explain how to play the game better than any other system I have read.

So if you're looking for a well established, highly supported yet still simple game to start with, this is probably the one for you.

Buy from Amazon

2. Tunnels and Trolls

Tunnels and Trolls was first published way back in 1975 as a more accessible alternative to Dungeons and Dragons. Though it never gained the same recognition as its competitor, that isn't to say it isn't still an awesome game. Currently in its 7th edition T&T is a great and simple game. Character creation takes minutes, combat is fluid and fast paced and there are few rules to get bogged down with. But probably the most important reason this game is so good for beginners is that it is fully capable of solo play. There is actually more community support for solo adventures than there are for Game Master adventures.



So if you really want to play an RPG but can't get a good group together yet, with Tunnels and Trolls you can still play!

Free Abridged 5th Edition rules from DriveThruRPG
7.5 Edition Expanded Boxset from DriveThruRPG

3. Savage Worlds

Savage Worlds was first released in 2003. It is a setting-less rules system, allowing you use the rules to play any game that you want. Though many settings have been released for it. It is known for speed of play and simplicity, which is great for new players. A little bit more investment may be needed in order to get the rules and a pre made setting but Savage Worlds definitely has the most room for expansion once you have gained some experience.

If you're looking for a fast paced game in a non-traditional setting then Savage Worlds may just be for you.

Buy from DriveThruRPG

4. Wrath of Ashardalon

Wrath of Arshardalon along with Castle Ravencroft and Legend of Drizzit and the recently released Lords of Waterdeep are Wizards of the Coasts attempts to turn Dungeons and Dragons into a board game and therefore making the game as a whole much more accessible. Some could see these board games as more diluting of the D&D franchise but personally I think they are a great idea. The rules are simple, using cards to indicate powers and magical weapons, each game box comes complete with rule books, dice and miniatures, everything needed to play not only the board game but the proper D&D game as well. So without even realising it players learn the basics of D&D mechanics and get a good taste of what an RPG is like.

If you are completely and totally new to RPG's and would prefer to learn to crawl before you walk then Wrath of Ashardalon or any of the other D&D board games are definitely the way to go.

Buy from Amazon

Hope this helps someone out there find their way into the daunting world of Role Playing Games. If you have any suggestions of other games that are great for beginners leave a comment below!

Don't forget to follow me on Twitter either! 

Role Playing Tips for Beginners

Everyday people are introduced to the awesome world of Role Playing Games (of the table top verity), many of these people will have played so called RPG video games, but these often require very little, if any actual role playing and it is easy for those people to play their character in a table top game the same way. There is help out there in the internet but it can be difficult to find, especially for people new to the hobby, so today I present you with 5 tips to get you started with Role Playing.

1. Not just a stat block

Your character isn't just a bunch of numbers and dice rolls, she has a personality and motivations. It can be easy (especially if you have little experience) to just concentrate on the mechanics, but this sort of defeats the purpose of the type of game your playing. In an RPG you have the chance to create a whole and completely new identity which you can assume when play starts.

Your character has a personality and motivations,  you should know what these are, if only on a small scale. I find it a good idea to write down about 3 personally traits and a motivation about my characters on the character sheet which I can keep referring back to, it helps me think just how my character would react in different situations. Of course you can take this much further, but just having a short and clear idea of how you're character acts is usually enough.
For Example:
Personality
  • Stubborn
  • Quickly Angered
  • Lazy
Motivation
Seeking answers to her parents murder. A ornate dagger left at the murder scene is her only clue.


Not understanding your character can not only slow the game down but destroy the suspension of disbelief, pulling everyone out of character. So this is something you should be considering right after sorting out all your stats.        

2. You weren't born yesterday

When you create a new character you will almost certainly not be making a new born baby - unless you're playing a very strange and uneventful game of crying and poop - that means your character has had many years of experience before you took control of her.

These experiences shouldn't just be forgotten when she goes out adventuring, they should affect how she reacts to different situations. Maybe her parents were killed by Kobolds, so now whenever a chance arises to kill Kobolds she will drop everything else and go to slaughter. Maybe she still wants to avenge her parents murder and tries to get her adventuring group to help her find the very Kobolds that took her parents from her. The loss of her parents could have made her tough and headstrong and she finds weakness disgusting or maybe she now has a soft spot for sob stories and always wants to help people.

It's easy to come up with backgrounds for your characters, just think of your favourite characters from movies, comic books, video games and books for inspiration and you will soon have a rich back story.

3. NO NO I didn't meant that...

Stay in character! that needs repeating again Stay in character!
This often happens when someone doesn't have a clear idea of what their character is, they end up just acting as themselves all the time which can lead to a lot of meta gaming (covering that next) and distractions. It is a good idea to adopt a 'character voice' and a 'passive voice' in order to differentiate between when your character is speaking and when you are speaking. This doesn't mean you have to put on a silly voice, but you certainly can if you want. It just means that when in character you should have a way of speaking that is different than you.

Your character may speak very flamboyantly or in short, to the point sentences, whatever it is just make sure to be consistent with it. It can get very confusing if you're constantly talking in different ways. You should use your character voice whenever your character is speaking, or making an action, well pretty much anytime you're talking about anything in game. You should use your passive voice if you have a question for the GM which you can't ask in character (like a rules question) or your saying something not relevant to the game.

4. Guys...guys, I've read this, there's a secret passage here!

Meta gaming is out of character thinking being used to dictate your actions in game. Everyone does it, it is very difficult not to. After all, as players we will know more about the game than our in game counter parts do, just as they know things about the game world that we don't know. But just because it is easy to do and can often give you an advantage, doesn't mean it is a good thing.

When faced with a decision, stop and think what would my character think of this situation. For example, you and you're group have nearly defeated the big bad villain when he suddenly grabs a hostage and uses him as a shield. A Paladin, the protector of the weak would probably stop his attack and try to save the hostage but the more morally grey Rogue would be more likely to take the risk of killing the hostage in order to defeat the villain. Neither is the wrong decision, it is simply how that character would react. Just make sure to know you're character and be consistent. Meta gaming can be very destructive so do your best to lose yourself in your character and worry less about the rules, that's why there is a GM after all.

5. I use my attack power on number 2

Combat should be an in character experience too. When attacking that Dragon, don't simply say you "attack the Dragon", explain how you take a deep breath, gather your courage before charging the dragon with your sword held high, and plunge the blade deep into its throat. This makes for a much more exciting time.
I must admit I am a huge culprit of this one, in fact my whole gaming group is, personally I blame the power/encounter mechanics of D&D4E that we are currently playing, the flavour of attacks is so complicated and encounters take so long you sometimes can't be bothered saying anything more than I use "Ardent Strike on that Rock Golem". But that isn't a good thing and is something I will attempt to rectify. 

Of course it depends on your system and situation, you don't always want to give long descriptions of every action but at the same time you don't want to be boring either. Finding a balance between the two is something you will have to work on and will depend on many things, including the game your playing and the people you are playing with.

I hop this will help some people who aare new to Role Playing games and give them an idea of how to get started. There are certainly many more tips I could give and probably will in moer posts. So check back for more RPG tips later!

Oh and I have finally got this Twitter thing (well one I'm not just using to stalk Nathan Fillion) so follow me here if you would like! I could do with a follower or two.