voracity
Senior Member
Odd title, not sure if I'm shooting ideas out or just asking for confirms.
In science fiction pieces - there is often a hacker role for a player. How do GMs traditionally allow them to play without micromanaging them? In my own preparations, I've been toying with the idea of coding an actual minigame for hacker players to try and bypass, or even just giving them the actual ability to play as if they're rifling through a cracked root directory to mine out a specific folder or txt file to read and share with the other players - who wouldn't be able to access it. Is it probably really unnecessary? Sure, maybe that's why it's never been done before. But even with the smallest, most basic of hacker things: having them fork out a map, a blueprint of the building - has anyone tried to make that ... hacker-exclusive for some intense "we need to trust this guy, like we really need to trust this guy or we'll never make it out of here lmao" feelings? How do you generally allow the hacker to play without ... really just making their role less significant than say, a front-line run and gunner in your roleplays? Or worse, PMing them and telling them what to do.
In fantasy, what are some things people have done in regards to curse-breaking? Even as a kid, I've always tried to research into 'how do people curse break' - but first you needed foundations, like how your roleplay's magic actually works, can certain people see threads, are all completed magic spells set in insignias that you shouldn't disturb and break? At the written level, assuming the previous world laws hold, then it's as simple as having an education where you can read and pick out what exactly had been knitted together to make the curse (firebomb+wrapping+venom drips) , and cutting it thread by thread (drown the fire spell, superheat the venom, cut the wrapping) before it unravels altogether. But has anyone tried to make an actual game out of it? A puzzle, even to let curse breakers have a go at actually breaking a lock? It could be as simple as 'turn all the dots to green' but touching one would turn 125 red, and touching the other turns 346 red instead. Or making sure you 'uncurse' something in a specific order, or matching key and locks together ... but then I guess most of it still is writable.
I'm not sure how to describe why I want to do this. It's like being in a position where, wow I can lead the team around this place we're sneaking around! But ... shit, where does the GM want us to go? Where should we stay out of? Instead of having to guess and ask all that, they just need to stay in character, do the job they delightfully signed up for, and they'll get all the answers they really need without a straight-foward 'can you just bring the team to the 4th room, jump scene it'. Then again, I guess a lot of things can go wrong ...
With the ability to code on this site, what are some other things people have done, or want to do? I'm curious - especially if its been done, did it crash and burn?
In science fiction pieces - there is often a hacker role for a player. How do GMs traditionally allow them to play without micromanaging them? In my own preparations, I've been toying with the idea of coding an actual minigame for hacker players to try and bypass, or even just giving them the actual ability to play as if they're rifling through a cracked root directory to mine out a specific folder or txt file to read and share with the other players - who wouldn't be able to access it. Is it probably really unnecessary? Sure, maybe that's why it's never been done before. But even with the smallest, most basic of hacker things: having them fork out a map, a blueprint of the building - has anyone tried to make that ... hacker-exclusive for some intense "we need to trust this guy, like we really need to trust this guy or we'll never make it out of here lmao" feelings? How do you generally allow the hacker to play without ... really just making their role less significant than say, a front-line run and gunner in your roleplays? Or worse, PMing them and telling them what to do.
In fantasy, what are some things people have done in regards to curse-breaking? Even as a kid, I've always tried to research into 'how do people curse break' - but first you needed foundations, like how your roleplay's magic actually works, can certain people see threads, are all completed magic spells set in insignias that you shouldn't disturb and break? At the written level, assuming the previous world laws hold, then it's as simple as having an education where you can read and pick out what exactly had been knitted together to make the curse (firebomb+wrapping+venom drips) , and cutting it thread by thread (drown the fire spell, superheat the venom, cut the wrapping) before it unravels altogether. But has anyone tried to make an actual game out of it? A puzzle, even to let curse breakers have a go at actually breaking a lock? It could be as simple as 'turn all the dots to green' but touching one would turn 125 red, and touching the other turns 346 red instead. Or making sure you 'uncurse' something in a specific order, or matching key and locks together ... but then I guess most of it still is writable.
I'm not sure how to describe why I want to do this. It's like being in a position where, wow I can lead the team around this place we're sneaking around! But ... shit, where does the GM want us to go? Where should we stay out of? Instead of having to guess and ask all that, they just need to stay in character, do the job they delightfully signed up for, and they'll get all the answers they really need without a straight-foward 'can you just bring the team to the 4th room, jump scene it'. Then again, I guess a lot of things can go wrong ...
With the ability to code on this site, what are some other things people have done, or want to do? I'm curious - especially if its been done, did it crash and burn?