From: brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G)
Newsgroups: rec.games.board
Subject: Re: Hacker
Keywords: hacker crashed systems
Date: 24 Jul 92 20:51:00 GMT
Organization: The Anime Doujou
News-Software: VAX/VMS VNEWS 1.41

In article <woo>, kaydin@jarthur.claremont.edu (puck) writes...
>In article <me> brandon@aardvark.ucs.uoknor.edu (Garland Operator 7-G) writes:
>>In article <la>, gdewan@mrcnext.cso.uiuc.edu (Geoffrey DeWan) writes...
>>>In SJG's HACKER, when crashing systems, are you only supposed to be able to 
>>>do
>>>it once per phreak phase or can you go on a rampage?  I couldn't find any
>>>restrictions in the rules but being able to go on rampages looks like it
>>>could make a game go on for hideously long times.
>>
>>In the rules, you can crash as many systems as you want so long as you have
>>root access on that system. That is part of the strategy, if someone gets too
>>far in the lead, start crashing indials. Also, each system crashed requires
>>a check to see if the ICE raids you (no ICE ... no problem), so a mad crasher
>>might have unexpected company.
>>
>>As for the game going on a long time, it really doesn't. 
>>You check if it comes
>>back every PLAYER'S TURN (1 in 6) and someone might/usually has an uncrash
>>card. If it stays down for a long time, start working elsewhere in the net.
> 
>   Perhaps our gaming group has been going about the game wrong, but
>following all the rules, our average game (mind you, we've only played
>seven or eight times) lasts 5-6 hours, rather than the 1-2 hours mentioned
>on the game box.  Are we missing something?

One of two things:

You are playing with 5-6 players. With most games, every person added after
an average ammount like 3-4 will had about an hour to the game. If it is a
big problem with time dragging, make the number of systems you need for victory
down to 10... or 8.

The other is that players need to HELP each other rather than SCREW, else
"The NET will win" as you have said. Usually my policy is that if I get the
12th system, I proclaim: "I made it, now everyone gets to ride! Anyone who
has 11 and can hack to a non-ICE system (or definitely avoid it) I'll help
phreak." Why....because I am such a nice guy :-)  Most of our games come
close as to who will win, and many times we get joint victories.

It is almost impossible to succeed in the net without help from others.

>   Specifically, when someone gets close to winning, or a player gets
>bored, he/she crashed the whole net.  Systems go down.  No one has
>anything.  The game becomes simply an exercise in waiting for systems
>to come up (reality, perhaps.  But does it make a good game?)  A full
>half of the games ended when we all got tired (around 3-4 in the morning)
>and declared ``We haven't won.  The Net has won.''  Frustrating after
>playing for hours.  (note:  when we play Illuminati, it takes an hour
>or so extra as well, but nothing like this).

Well I know there are quite a few "Hidden Indials" in the deck to get the
ball rolling again...

>   To fix the problem, we've come up with a few optional rules, and played
>a couple games using some or all of them.  These aren't fully playtested
>yet, so:
> 
>ICE:  Most systems have an ICE around 3 or 4.  If you have a +2 modem
>and +1 epansion card, you'll never hit ICE (just *try* rolling a 1
>on a 2d6!).  So we adjusted it so your *unmodified* die roll triggers
>ICE.  Makes a slightly more dangerous game (though doesn't change it
>too much).

But you are forgetting the rule in the book: UNMODIFIED ROLL OF 2 IS A
FAILURE! You can have a plus whatever bonus, but 2 FAILS. If there was ice, YOU
TRIGGERED IT (unless you have an icebreaker), and a roll of 2 trying to get
root access means that YOU FAIL AND LOSE YOUR ACCOUNT.

>Crashing:  Crashing a system counts as a hack.  Keeps the game from
>taking all night.

Well I feel that since you must have root in the first place to crash a system,
that and the ICE detection is dangerous enough....and, housecleaning happens
as soon as the system comes back up.

>   Our overall opinion of the game:  it has the potential for a very
>good game, and I haven't regretted my purchace.  However, it is still
>in its early stages, and a 2nd or 3rd edition may fix many of the
>above problems.  A refreshing, less paranoid change from Illuminati.

Sounds to me like you play it like Illuminati, but if you are enjoying the
game, that is what counts. Another thing you can use this game for is a
netrunning simulation in a RPG. Put the information in a location on a
pre-made net by the GM, and have the netrunner try to get to it. You can say,
"Get here and you'll have control of elevators, here you can deactivate
alarms, here is the information you are looking for (or better, don't tell
them)" ...and you can use the idea you had from the other post :-)

Domo. Ja na.

Brandon Freels (Garland Operator 7-G)
brandon@aardvark.ucs.uoknor.edu  -or-  brandon@uokucsvx.bitnet
"I'm witty naturally, I don't need quotes."
Newsgroups: rec.games.board