From: | lists@*******.com (Wordman) |
---|---|
Subject: | Rethinking the Matrix system |
Date: | Tue, 21 Sep 2004 21:44:12 -0400 |
In some recent posts, the following were mentioned (sometimes by me,
sometimes by others, sometimes both):
1) The Matrix mechanics, while improved in SR3 are based around an
entirely flawed concept.
2) The Matrix mechanics involve significantly too much die rolling.
I already mentioned one thought on changing this: remove sleaze.
But, if serious and completely replacing the Matrix with something
based around a better idea, what would that idea be?
I'm of the opinion that any new system should have these goals:
1) Based on drama not dice. When a decker goes into the system, he
might be thinking "what can I find" but the system should gear itself
so that the GM is not distracted from thinking "what kind of story can
I tell".
2) Computer systems are built to be useful, not as decker playground.
3) Fast resolution. Deckers should be useful characters, but letting
them do what they do best should not bog down the game.
Within most Matrix stories, the drama comes from danger, of course, but
even more than most types of stories revolves around time: can he find
what he's looking for before being detected? Will the file download
before he gets cut to pieces by the IC? Can he deactivate the MacGuffin
switch before the rest of the party is toast?
Apart from this kind of drama, the Matrix has three other functions in
a story:
The Matrix is a set. In as much as Shadowrun is a game where you can
tell .any. story, the Matrix makes this even more so. It's the fucking
holodeck. As a backdrop, it is unrivaled. Use it as such.
The Matrix is a culture. Since much of Shadowrun involves finding and
moving information, dealing with people in the Matrix (even with
non-deckers) would happen all the time. Like any collection of people
(this list, for example) it has its own culture and this can lead to
stories in their own right (e.g. we need to get the key to this system,
but only the mysterious decker John the Dick has it, and he'll only
give it to us if we personally deliver flowers to Detective Grissom in
Seattle). The culture, in other words, is more that dressing -- it can
move the story.
The Matrix is a conduit. With instant communications, the Matrix can
help a story by transcending limitations of location.
An opinion: the Matrix would be better with a minimization of getting
into systems without passwords. The SR myth is that deckers can just
waltz past security challenges without knowing anything about the
system they are invading. (Actually, given the mechanics, this is more
than myth presently). I don't think it should work like that. In the
real world, hacking comes from three sources:
1) Exploiting bugs. Deckers find out about the system they are going to
attack (what versions of software it runs, etc.) and exploit known
problems in that software, usually with utilities. In rare cases, they
may actually seek such weaknesses themselves.
2) Social Engineering. Deckers attack the system at its weakest point:
the people who use it. In our timeline, the source code to one of the
time's most advanced operating systems was stolen using little more
than a phone. More comments on this in a second.
3) Guessing. Deckers use a lot of patience (and usually utilities) to
take advantage of common vulnerabilities (most often the fact that
humans choose bad, easily guess-able passwords). Often this is targeted
using #2, above. For example, there is a good chance that someone
reading this uses their anniversary as their banking PIN. A decker
finds your anniversary (or names of pets, children, birthdays, etc.),
he may be able to guess your password.
Sure it might be possible to ghost into a system, but I think that
should be rare. Perhaps only possible with low level systems. I favor
this because it provides (forces, actually) gaining a way into the
system to be part of the story, and that means better role-playing. In
particular, it means three things:
1) The entire party can do social engineering, even if it is a
"rubber-hose" attack (beating a guy into giving up his password).
During this process, the decker character is a driving force,
integrating them into the party a bit better.
2) GM's can, when necessary, use the old "magic key" plot device, where
an NPC has a magic security key that can get you into the system
"before midnight". This allows GMs to bypass legwork and social
engineering they don't want to deal with. It allows the GM to let
deckers into systems (say, Aztechnology Pyramid) once without
necessarily letting him back in later.
3) It provides a compelling reason for deckers to come along with the
party during penetrations. Gaining access to a system is always easier
from inside than out (though sometimes not by much). IMO, "isolated
systems" (i.e. those intentionally disconnected from the Matrix for
security) would be extremely rare. Keep in mind that disconnecting
completely means going without phones. When I was a consultant, I
encountered only three systems intended to be isolated from the
internet, and none of them actually was. In two cases, isolation proved
too inconvenient for the employees, so the (against company policy)
patched connections between the "isolated" host and the network with
internet access. Most people don't bother, trusting firewalls.
I'm thinking that a typical run in a system would be something like:
1) A whole bunch of role-playing happens for the decker to find where
he's supposed to be and how he might get in. (See above).
2) Decker gets in. (Dice required) Decker probably needs to convince
the system he has more rights than the user he logged in as (utilities
and dice required).
3) Decker explores if necessary. In many cases, this would NOT be
required. Think of computer systems you use now. How many of them
require you to hunt around for a long time to find what you want? Not
many. Usually, the system is laid out in a way to give you exactly what
you want. What I'm getting at here is that in many cases, the time
taken for most decking runs should not be that long. Naturally, there
will be some instances where this is not the case (e.g. decker must
sift through mail for keywords on the off chance they are useful). Even
in these cases, though, the work will more likely be done by programs,
not the decker. The experience in a system should be largely
role-playing while some daemons run. Any dice rolling here should be
mainly for the purposes of figuring out _how_long_something_takes_, not
if it succeeded. In general.
4) Decker downloads what he finds and bails.
So, that's maybe two or three rolls. If the GM wants, they can make it
more complicated (a stranger/confusing environment, etc.) and tell a
more complex story within the system, possibly with more rolls,
possibly not. Naturally, if combat happens, its just like meat-world
combat: time slows and lots of dice are rolled.
What do you want in a decking system?
Wordman