I’d like to ask a question about a specific Move (Access + Interface) and also follow up with a more in depth question about hacking networks.
As I understand in general, use of a Move (and rolling dice) typically signifies that at the end, when all is resolved one way or another, your player turn is done. Time to move on to the next person. (Move Chains are the exception to this).
I think I’ve been running something wrong with my players.
On Player Bob’s go, he rolls Access + Interface to initially “get inside” the target computer system. Bob rolls 10+. All good.
Bob then says “Now that I am in, I want to do that thing with the system” and Bob immediately rolls again Access + Interface to try and do that thing”.
I see two errors here…
I think I should have stopped Bob after the initial and successful attempt to access the interface. Bob’s rolled dice, so time to move to the next player ?
The other error, is, I don’t think Bob needs to roll Access + Interface again to do the thing he wants inside the network, because he already has access. I think he needs to do Face Adversity / Get Involved / Assessment to do the thing he wants, is that right ?
However, as I noticed on another read of the rules (P25), it says “A successful Access gives one complete privileges over the content in that cluster”, so does Bob even need to make a second roll to do that thing, if he has complete access ?
Whilst we are talking about SectorNet, what are folk’s take on it ?
I kind of envision a galaxy spanning PWW (Planet Wide Web) as appropriate to the campaign.
In both of my campaigns, it exists in all the known and colonised planets.
Access is via wireless, or hardpoint/terminal if available, wherever you are. Within reason.
Reason being :
Any ship, of any type will have sufficient arrays to always be connected to SectorNet if desired. They are just nodes after all. If you met a surprise alien civilisation who have just popped up in the campaign world, never been met before…they are not on SectorNet. They have their own tech.
Any colonised planet with settlements will have SectorNet in all but the most remote locations. It’s no big deal to have a sat dish on a shack roof, in the middle of the forest.
If you happened to be in the forest / somewhere remote with your “deck”, and the dish on the roof was broken, now you are in trouble. No deck has enough juice to uplink to a satellite. Best fix that dish, or crank up the power on the deck…consequences. If your flyer is nearby, just uplink to that instead..boom…SectorNet. Seems legit ?
A bit about hacking now…
So let’s say the player wants to hack Evil Megacorp (EM)
It seems reasonable they exist on SN. But protected.
So, player wants to hack in to their network…
1. SectorNet is easily accessed by everyone. It’s just the PWW.
2. Player Bob makes Access + Interface to get in to EM network
3. Player Bob wants to do that thing. Drain all their accounts and bankrupt them immediately. Face Adversity + Interface. Bob succeeds. Bob has just destroyed a Faction. At least in the short term. Bob could have wiped off his Debts instead. Or all manner of massively game breaking things. Is Bob “playing in the spirit of the game” or just being a douchebag to the rest of the table ?
Final question if I may ?
Corporate Military jet about to drop a ton on bombs on you.
1. Log in to SectorNet
2. Try and access EM network with Access + Interface. Success.
3. Tell GM “I want to screw with the targeting on the jet”. Face Adversity + Interface. Success 10+
4. GM says “Well done, at the last moment the bombs fall short missing you and the crew on land”. (I guess for a partial, the bombs fall short, but take out some collateral)
Seems legit ?
Thank you !
The game is amazing, and I’ve run 6 sessions now. A fellow GM has now purchased it, and I know of another GM who is going to give it a try too 🙂