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Sometimes I ponder the different ways that #scifi #ttrpgs handle hacking or other computer-based action. What are the best mechanics you've seen for handling hacking in an #rpg? Which game and what made it work well? #ttrpgCommunity #dnd #ttrpg

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This might blow your mind, but AD&D module S3, Expedition to the Barrier Peaks. Since it involved an Alien ship, it came with several flow charts to follow if characters wanted to try to use the technology. Different flow charts for all tech items that could result in some hilarious consequences.

two I can think of. Frist GURPS Cyberpunk its mostly a bunch of skill tests with programs being sort of skill like. And Cyberpunk Red which takes the normal lol VR cyberspace and boils it down to an Access list were you have each level have a list of what is accessible and you do skill test there

The rub is IRL hacking is kind of boring which is why a lot of non-cyberpunk games just make it a simple skill test. Cyberpunk games with their cyberspace setup is interesting but often bog a game down when they are used Cyberpunk 2020 and Shadowrun both had this issue were the game comes to a

halt when hacking comes into play more so if it happening during live combat. Cyberpunk RED slimmed it down wile keeping the vibe which I think is better.

I am a personal fan of the hacking in Lancer that can be used mid combat with the Invade action! Especially since it has not only traditional hacking abilities such as disabling comms and hardware, but more paracausal stuff that really messes with the fabric of reality. Some cool freaky stuff!

in most cases, i find that i can interpret the game rules for an activity such as "hacking". At least for me, the key parts are: a) does a character know the relevant skill and the information; and b) how much time would be needed for degrees of low, medium, and high skill?