ElliotM wrote:On the topic of a making a hacking simulator for your RPG player, I think that is a pretty cool use of Adrift. What rules and mechanics does your RPG use for hacking? If you are willing to share a mockup, I'd be interested in collaborating/sharing ideas here on the forum on how to make it work in Adrift.
Sure the system I use is an adaptation of a very old rpg based on Star Trek by a company called Fasa. I like their basic mechanics and found they are easy to apply to any setting, so I developed my system by adding additional skills and elements as needed.
In a nut shell the system works like this. Your character has attributes which represent your physical aspects, like Brawn, Beauty, Dexterity, etc. You also have your skills which are learnt abilities, such as computer use, pick locks, and language etc.
Your Attributes don't change (Unless your body changes for some reason, like adding cyberwear). They are based out of 100, with 50 being human average.
Your skills are also out of 100 but they start at 0 and increase as your character learns things (IE this is how experience is applied to characters). The higher your skill the harder it is for it to increase. 10 would be considered having the basics of a skill. 50 would be thought of as very competent, and 75 or over would make you an expert in a skill.
To use a skill, the skill and the attribute is applied to are added together and halved to get an average, then you roll a d100 and try and get under that score.
EG to shoot a gun, the character takes their marksmanship of 20 adds it to their Dexterity of 50, halves it for the average of 35, then rolls a D100. They get a 19 and therefore hit their target.
In this way someone without any skill in a given task can still make an attempt. EG someone who has never held a gun before would just half their dexterity and try and roll under that.
In the case of hacking, its a Hacking skill combined with the Knowledge attribute they are rolling against. But the dice roll is kinda dull, as a GM I then have to add a layer or story telling over that roll to explain what has been achieved.
The player who will be playing the hacker, tends to keep his laptop with him at all times a bit like a security blanket, armed with PDFs of the system we where gaming with. So I thought for my game, what better than to have him use the keyboard to actually "hack".
Hacking tends to break him away from the other players anyway, so by making that aspect covered in an Adrift game, he can work away at a hack while I continue to GM the other players.
I just have to be able to recreate as much as possible of the setting within Adrift games. I already have one set up for him to use when he just surfs the net looking for information. I'm part way through doing one for hacking into a major corporation (Which I will trim down and alter for the smaller companies.). Then I'll do another version for attempting to hack robots.