I’ve mostly been working on the Corporia RPG’s Assets chapter this evening, and pondering exactly what should be in there. Do the spellcasters need a Spellcasting asset, or should it be included in their caste description, but how does that factor in where the sample spellbook goes, or if the hacker then needs a Hacking asset – and so on…
As I’ve mentioned, Corporia has a very light and easy-to-use rules system, and hacking is little different. Even the hacker’s (or deckers, as you may know them from Shadowrun) ability to brain-dive into virtual reality and battle rogue Virtual Intelligences, as well as cracking codes and cyberwalls and other electronic devices, is no more difficult than any other character’s ability checks.
A common complaint among previous cyberpunk RPGs is that the hacker’s job is a solo one by nature – which leaves all the other players sitting around doing nothing, or forcing the GameMaster to invent a separate scenario that the hacker can do at another time. Neither is really a good design solution, in my opinion.
In Corporia, however, hackers can create subroutines that are virtual avatars of their current companions. The other players can then play their avatar just as they would their normal character. No doubt there will be a little bit of playtest tweaking when the time comes, but so far I think the rules support it well.
Here’s a look at the basic non-rule portions of the Hacker concept. As always, please feel free to comment and share.