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Message no. 1
From: boogieman89@*******.com (Jose Toledo)
Subject: non-combat actions
Date: Thu, 05 Sep 2002 01:23:36 +0000
I have a decker in my players group, and i am wondering how should I handle
his actions when he is on the matrix performing non-combat actions and the
rest of the players are not in combat (ie. in the middle of a run, searching
a room, etc.) The book refers to non-combat matrix actions in Turns and
combat phases, but how can that be, if no one rolls initiative?

Also, when the decker IS performing combat actions in the matrix, do all the
other players who are not in the matrix, need to roll initiative? or how
shold I handle their non-combat actions while one player is decking?

I will appreciate any help


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Message no. 2
From: iridios@********.net (Iridios)
Subject: non-combat actions
Date: Wed, 04 Sep 2002 21:37:18 -0400
Jose Toledo wrote:
>
> I have a decker in my players group, and i am wondering how should I handle
> his actions when he is on the matrix performing non-combat actions and the
> rest of the players are not in combat (ie. in the middle of a run, searching
> a room, etc.) The book refers to non-combat matrix actions in Turns and
> combat phases, but how can that be, if no one rolls initiative?

If you want to be strict about it, a decker running unauthorized actions
on a host is always in combat. He's forcing the system to do things
he's not authorized to do. If he's managed to spoof an account the
actions take less time and effort, but there's always a chance that his
actions will be noticed by some authorized user and/or sysop.



>
> Also, when the decker IS performing combat actions in the matrix, do all the
> other players who are not in the matrix, need to roll initiative? or how
> shold I handle their non-combat actions while one player is decking?

This is the difficulty of running deckers. When I did table top games
(I'm doing PBeMs now, it's way easier), the deckers time in matrix
combat was either spent as break/food runs by the other players or as
legwork that was not concurrent with the deckers matrix actions.

--
Iridios
--
From:The Top 100 Things I'd Do
If I Ever Became An Evil Overlord
(http://www.eviloverlord.com/lists/overlord.html)

If my doomsday device happens to come with a reverse switch, as
soon as it has been employed it will be melted down and made
into limited-edition commemorative coins.

Used Without Permission
Message no. 3
From: ahz@*****.com (Danyeal De La Luna)
Subject: non-combat actions
Date: Wed, 4 Sep 2002 21:01:41 -0500
> > Also, when the decker IS performing combat actions in the
> matrix, do all the
> > other players who are not in the matrix, need to roll initiative? or how
> > should I handle their non-combat actions while one player is decking?
>
> This is the difficulty of running deckers. When I did table top games
> (I'm doing PBeMs now, it's way easier), the deckers time in matrix
> combat was either spent as break/food runs by the other players or as
> legwork that was not concurrent with the deckers matrix actions.
>
> --
> Iridios


The difficult part is keeping the other characters from getting bored and
eating all the chips while the decker is doing his thing!

Lunatec
Message no. 4
From: gte138j@****.gatech.edu (Downtym)
Subject: non-combat actions
Date: Thu, 5 Sep 2002 02:48:05 -0400 (EDT)
On Thu, 5 Sep 2002, Jose Toledo wrote:

> I have a decker in my players group, and i am wondering how should I
> handle his actions when he is on the matrix performing non-combat
> actions and the rest of the players are not in combat (ie. in the
> middle of a run, searching a room, etc.) The book refers to
> non-combat matrix actions in Turns and combat phases, but how can
> that be, if no one rolls initiative?

If a combat turn is 6 seconds and your decker character can only
perform 1 action in a turn, then it would take 12 seconds for the
decker to:

1. Find slave
2. Edit slave

This is so that if you need to keep track of how long things are
taking the decker, then you can (For example, the team has 1 minute
to get out of the base before the self destruct goes off. So the
decker has 10 actions to open every door between the exit and them.).

Otherwise, just freeform it.

> Also, when the decker IS performing combat actions in the matrix, do
> all the other players who are not in the matrix, need to roll
> initiative? or how shold I handle their non-combat actions while
> one player is decking?

No, they do not need to roll initiative. The rule is just so you know
how long it takes for the decker to do anything.

If I remember correctly, it's 1 action per turn plus 1 action for
every 1D6 of initiative above the base 1D6.

So, a decker with an init of 8 + 3D6 would have 3 actions per turn.
A decker with an init of 8 + 1D6 would have 1 action per turn.

Downtym |
Email: gte138j@****.gatech.edu | Post no bills
Message no. 5
From: loneeagle2061@*******.com (Lone Eagle)
Subject: non-combat actions
Date: Thu, 05 Sep 2002 10:01:18 +0000
>If a combat turn is 6 seconds and your decker character can only
>perform 1 action in a turn, then it would take 12 seconds for the
>decker to:
>
>1. Find slave
>2. Edit slave
>
>This is so that if you need to keep track of how long things are
>taking the decker, then you can (For example, the team has 1 minute
>to get out of the base before the self destruct goes off. So the
>decker has 10 actions to open every door between the exit and them.).
>
>Otherwise, just freeform it.

A combat turn is 3 seconds IIRC but...
One method we use (although most of our runs which require a decker tend to
be quite inclusive, we have two "deckers" in the group, on is my character
the other is the other GM's character so we always have an NPC decker handy
if needed but they are both combat decker types so we do a lot of the "break
in and steal the data, the entire facility is offline..." type runs. (partly
because we also have a wireman (an electronics based security expert, no
maglock too tough...etc)) this means that for the most part we don't have to
worry about whether everyone has something to do while the decker's doing
his thing. Astral mages are more of a problem.) but that's rather too long a
set of brackets...
One method we use is a fiddle on the Legwork system, for miscellaneous bits
it works quite nicely. We set a base time (anything from 3 seconds to half
an hour) and then use one roll, computer(decking) (System Level) with one
success getting the job done and multiples reducing the time required. As I
say it isn't something we use for big important things but...

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Message no. 6
From: danturek@*******.com (Dan Turek)
Subject: non-combat actions
Date: Thu, 05 Sep 2002 12:32:09 -0400
>From: "Jose Toledo" <boogieman89@*******.com>

>I have a decker in my players group, and i am wondering how should I handle
>his actions when he is on the matrix performing non-combat actions

Um, however you want? :)
Seriously. You can go through every little test per Matrix, or just have the
player make a Computer Test or Ettiquette(Matrix) test (depending on what
he's doing). If he is looking for a lot of involved information I would have
a system using Matrix and I advise card games for the others - my players
get too involved in MagicTG, so I would advise Lunch Money or Brawl - they
keep people's energy up and require minimal thought. I guess Go Fish would
work, but my friends like to be more violent... anyone know of a Piranha
variant? :) Sometimes they like to design weapons, spells, read the rules,
see their inventory and update character sheets, etc.

Basically, if you can make simple info a handout (like a Computer (4) Test)
it makes things move smoothly, and they can burn Karma if they want to get
extra info or get it faster - it puts a lot of control in the player's
hands. If they need complex info, it usually needs to be Matrix run or the
players feel cheated/it was too easy/it is some setup or trap. Other players
can try legwork and call their contacts.

>Also, when the decker IS performing combat actions in the matrix, do all
>the
>other players who are not in the matrix, need to roll initiative? or how
>shold I handle their non-combat actions while one player is decking?

well, everyone gets a round to do something. Unless they plan to interact
with the decker by moving/shooting/unplugging etc. there is no need for
initiative for non-combat actions. You can see how far they walk each round,
multiply it by whatever you like for running, searching, see if they open
the maglock themselves before the decker can reach the slave node, etc.

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Message no. 7
From: robertennew@*****.com.au (Robert Ennew)
Subject: non-combat actions
Date: Fri, 6 Sep 2002 17:36:03 +1000 (EST)
On Date: Wed, 4 Sep 2002 21:01:41 -0500
the word on the street From: "Danyeal De La Luna"
<ahz@*****.com> was......
>
> > > Also, when the decker IS performing combat
> actions in the
> > matrix, do all the
> > > other players who are not in the matrix, need to
> roll initiative? or how
> > > should I handle their non-combat actions while
> one player is decking?
> >
> > This is the difficulty of running deckers. When I
> did table top games
> > (I'm doing PBeMs now, it's way easier), the
> deckers time in matrix
> > combat was either spent as break/food runs by the
> other players or as
> > legwork that was not concurrent with the deckers
> matrix actions.
> >
> > --
> > Iridios
>
>
> The difficult part is keeping the other characters
> from getting bored and
> eating all the chips while the decker is doing his
> thing!
>
> Lunatec
>

Tell them to bring/buy there own fraggin' chips! Then
they wouldn't be so bored as they would have to go for
a walk to the shop (givin' you enough time to offload
the scabs,do your thing between you & the decker, all
in time before the slob... I mean players return ;)

(GZ)

Not From: The Top 100 Things I'd Do
If I Ever Became An Evil Overlord

I wouldn't give so many of my fraggin'
secrets away!

Expressly used without permission (What! I'm an evil
overlord, I don't need permission!)



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