


I never allowed a Netrunner in my game (even because I feel like the rules for the Net need a lot of work on them to make them easy to use), but in my last champaign i allowed one and I used a pretty simple stratagem not to bore the other players, or rather two:įirst of all, if what the netrunner is not topical for the adventure, everything resolves in a simple dice roll.Īnd second and most important, in case I have to use the full grid because what the Netrunner is doying is really important and deserves more attention, I make shure that what the netrunner is doing is pivotal to the group so everybody pays attenction and keep focused on the scene without getting bored (or that at least the netrunner and the group work togheter so everybody has something to do while the runner's running his magic.īut I found out that what really cancel boredom in the other players eyes is to make the Netrunner MATTER. The difference between the Runner character and the others is that although they could jack in and manipulate the Net with Prorgams, they didn't have the skills or the boost Interface provided to do anything serious or alter the underlying structure behind the virtual, which the Runner did have and could. He liked it a lot and was planning on writing his own programs eventually, splitting his brain for multitasking, maybe even some kind of virtuality upload. I kept the idea of the Netrunner being a Wizard and the Programs his spells in my mind when telling him what he saw or what he could do in Netspace.
#Netrunner vs syncterm Pc
He could handle security from there and if things go bad or he was worried, he'd go full virtual, tell his body to hide or put it on Follow mode for another PC and then engage the enemy ICE or firewalls in virtual space while the Team did their thing - suppressive fire, physical hack, tie up hostages, whatever they were going to do anyway. So the Team would be moving along, with the Runner using a radio jack and watching the local Net on his TSM. Oh, i didn't bother with a Program limit from your Deck, instead using the player's skills and Int for the maximum Programs he or she could deploy. The rooms and zones were protected by ICE and the usual CP2020 rules applied. Instead of the rigid grid system of CP2020, I used a more fluid room-to-room structure, occasionally connected by highways. I ran Net intrusions in real-time and the Runner had to be careful about finding cover before jacking in, if things got heavy. The others could get better if they wanted or just help out. So everyone could go in but only one or two were good at it. The last game I ran, a few months ago.or more? ah, time.I handled it by making everyone Net capable and a couple characters Net expert. I'm curious to see how everybody else handles the Netrunner & Edgerunners situation? I want to see other options that I may have missed that work better than my ideas.Īh, one of the classic question of CP2020. I let them decide if they want to roll for NPC and run the whole thing or if I roll and the team does its realspace edgerunning thing. Since starting my new game I had some discussion and they opted for an NPC as a Netrunner. Team or Netrunner would at times be finished before the other and cause similar issues as with the previous design. Negatives: Not many but team would occasionally have issue with the scene change. Netrunner would perform more than once action at once to compensate for speed in Netspace. Positives:Everybody in group was involved. Negatives: Rest of the players were bored since I was working with a single player in game. Positives: Depending on the system and the programs he could set up the system and accompany the group into the mission.

When I did have them try as I might I had a difficult time balancing out between Netrunner and Realspace Edgerunners actions. In the past I've had only a few people want to play Netrunners in my games.
