I MC’d my first con-game at New Mexicon last Sunday (Downtown Dataheist).

I MC’d my first con-game at New Mexicon last Sunday (Downtown Dataheist).

I MC’d my first con-game at New Mexicon last Sunday (Downtown Dataheist). I experimented with the following Matrix moves for the session.

Login (SYNTH)

>>10+: You are in clean

>>7-9: choose one

>>Blue Ice executes a routine

>>Encrypted (takes time) 

>>Restricted access (-1 ongoing to matrix moves while access is restricted)

Compromise Security (MIND)

Manipulate Systems (SYNTH)

>>10+: +1 Hold +[Intel]

>>7-9: +1 Hold  & Blue Ice executes a routine

Spend Hold to effect sub-systems (except Deactivate ICE- use MELT ICE)

Search for Paydata (MIND)

>>10+: +1 Paydata +[Intel]

>>7-9: +1 Paydata  & Blue Ice executes a routine

(sell it with Hit the Street)

Console Cowboy: spend [Intel] for one of the following effects

>>Gain +1 Hold on Compromise Security or Manipulate Systems

>>Avoid one ICE routine

>>Upgrade access from Restricted to Unrestricted

No one picked the Hacker, but the Fixer took a Neural Interface with Data Storage, and thus he was in charge of NetRunning for the mission (so the Console Cowboy modification wasn’t used). The Fixer enacted approximately 7-9 rolls while in the Matrix during the action phase (including the Login), and probably because he was sub-optimized for NetRunning, he got ~2 Hits, ~2 Misses and the rest were Weak Hits. With this set of modified moves I felt like I was able to utilize more of the “Running the Matrix” chapter (Activate Trace, Alert Sys-op, Sever a connection, Melt ICE) while the player was still able to overcome security measures within the mission and complete his secondary mission (I don’t think he found Paydata, but he tried). It seemed like a lot of moves compared to some of the other players, by contrast the Killer and Driver probably only rolled 4-5 rolls each for the whole game (I could have done better with spotlight management). Overall, I would like to playtest these moves again, or perhaps think of a way to streamline the Matrix moves besides just doing a mission with in a mission.

Hey Hamish and other MC’s

Hey Hamish and other MC’s

Hey Hamish and other MC’s,

I’ve just started MCing the Sprawl and we’re having a great time. However, I was having trouble making life interesting for our Hacker. Looking at the main series of Matrix moves, I noticed a chain that doesn’t really give the opportunity for the MC to make netrunning very interesting. Example: Sypher has Programming on the Fly, Programs: Manipulate & Lockdown, +2 Mind, +2 Synth (which means that he’ll only be missing 1/6th of the time). Sypher Jacks In (7-9) and he chooses his own complication, which he can immediately solve with a hit on Console Cowboy. He then gains 3 Hold with Compromise Security on a weak hit, allowing him to activate enough routines to get the job done and still have left over to deactivate any ICE on any future misses.

For the Compromise Security (Mind), Manipulate Systems(Synth) or Search for Paydata (Mind) moves, I would propose the following and am interested in feedback.

10+ 1 hold

7-9 +1 hold, but choose one:

*Passive Trace

*ICE is activated

*Alarm is triggered (advance mission clock)

I would also suggest that you cannot spend hold to cancel an alarm (if clock is advanced it stays advanced) or deactivate ICE (use Melt ICE).

What about combining Login and Console Cowboy into one roll?

Login (Synth)

10+ Choose 3

7-9 Choose 2

*Avoid a Passive Trace

*ICE isn’t activated

*Access isn’t restricted (restricted: -1 ongoing to Matrix Moves)

*Alert isn’t triggered

*Gain +1 hold over Compromised security or Manipulated Systems

Console Cowboy: +1 choice even on a miss when making the Login Move

I know that I as an MC I can use other player’s misses to make Moves in the Matrix, but that takes away opportunities to make the missers lives interesting…