One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long.

One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long.

One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long. I tend to agree with this, especially when the hacking is done during the legwork phase. How do handle situations where the Hacker wants to break into a corporate system to retrieve confidential information? It’s not Research, since there is clear opposition and the information is not readily available. (Or is it?)

I’ve been running the full “MCing the Matrix” experience for each mini-run, and it takes no more than 10 to 15 minutes each. But yet, because it only involves the Hacker, it feels it takes up a large portion of the table time. Moreover, there are a lot of rolls and holds from this once ICE gets involved. I think in our last session, around half the rolls were our Hacker doing Matrix stuff during Legwork.

Is this how it usually goes at other tables? This is my first time running the Hacker and Matrix “as written”. Are there suggestions for simplifying the “legwork runs” that don’t reduce the impact of Hacker moves?

16 thoughts on “One consistent piece of feedback from my players from 2 sessions is that Hacking takes too long.”

  1. If you feel that it takes time (and fun) away from the play, maybe it’s cool to “reduce” it to a Research move. Or maybe give them what they need, but at a cost (a scrap with an ICE, a Clock goes up, etc etc). Or tell him a requirement first (“Yes, you can do it quite easily, if you can load this backdoor in a computer in the offices… Now, maybe the Infiltrator can help you?”). Don’t use the full hacking rules if the other players grow bored meanwhile =)

  2. 10-15 mins is long.

    In my Matrix I’d said that time isn’t faster (unlike classic cyberpunk 2020).

    Why not let the hacker make a move (or two, tops) then cut to another PC. Rather than completing the hack in one big block.

  3. I’d avoid situations where the Hacker can work alone while everybody else sits around doing nothing. It’s easier in the action phase rather than legwork, but set up situations where the Hacker needs to work with physical allies… an Infiltrator is the obvious choice as someone who can help the Hacker get access to air-gapped networks, but almost anyone can participate in that kind of thing.

    Just as an example, consider a story like Neuromancer… Case has an important role as the hacker, but he can’t do anything without Molly and the others on the ground…

  4. Make hacking happen in “real time”. Hacker does 1 -2 moves, max, then the spotlight switches to another PC.

    And NEVER bottleneck the story by requiring a successful hacking roll to progress the story. Hacker trying to open a door for the crew? On a -6 it still opens but shit hits the fan, hard. Or the crew notice a grate nearby they can go through instead, etc. Mentally you should be able to map out what would happen if the Hacker botched everyone of their rolls.

  5. To clarify, interspersing the Hacking scene with another scene isn’t a good solution for me because this is during the Legwork phase. The Hacker does have ample time to do their thing, and the other players are quite happy to wait on the outcome to plan their next move.

    I guess there aren’t any easy-to-use simplified Hacking variants floating around? I’m thinking of making a modified Research move to account for this — usable when during Legwork for when time is not a major concern, but there are still complications that can arise, and also allows Hacker moves / cyberdeck ratings to be relevant.

    Would people be interested in seeing something like this?

  6. If the legwork involves a dangerous data breach, I’d either use Research to speed through it, or make it it’s own mission, so the job is two parts. The guidelines in Monster of the Week for two-parter mysteries help there.

    Back when I was running shadowrun and cyberpunk 2020, I’d mix hacking in with other activities and cut between them like any other “split the party” situation. Just have Corp goons try to abduct the Pusher while the Hacker is hacking. Or have this be the exact moment when the Fixer’s Hustling goes FUBAR.

  7. If I don’t want to dwell on the process, I roll research with different stakes on a miss. This is a perfect opportunity to make some cool custom moves though!

  8. I thought about that, but then it would render a lot of Hacker moves and cyberdeck programs irrelevant. I think I’m going to create a series of custom moves based on Conduct an Operation and Research, specifically for (1) researching on the dark web (which uses Trace to keep a low profile, which when fills can draw unwanted attention) for both Hackers and plebs, and (2) hacking into a secured server that is connected via the matrix (which condenses the mini-matrix run into the tangible outcomes — do you end up fighting ICE / counterhackers / a SWAT team).

  9. The ‘MCing the Matrix’ section from Chapter 8 addresses these concerns pretty well. It suggests cutting away from the hacker at regular intervals (and vice versa with the other classes). Common D&D logic usually has me MCing a player’s task to completion, but switching back and forth is typically better and more interesting. Hacker or not. It’s something I am actively trying to do more often.

    The other bit of advice it gives is to make legwork hacks snappy. Login, jump right to the target node, and get what they need. Maybe throw a single ICE at them if it’s a more secure network.

    It’s summarized very well in this line: “As a general rule, if the rest of the group is waiting for the hacker to finish, get to the point quickly.”

    Having said all that, I totally understand that every table is different. Our group’s hacker is a brand new RPG player (first one ever), so he doesn’t quite yet “see through” my MCing like my veteran player does. This means I have a little more freedom to take liberties with his spotlight time.

Comments are closed.