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Here are a few things I do as a GM to help speed up hacking.

#Don't roll for the easy stuff#

Don't roll for the easy stuff

Has the Decker proven he can hack all the easy things? Are a bunch of cameras slaved to a cheesy host? Let them get the marks. Maybe the host's strength lies elsewhere, like IC or their security spider.

This doesn't just include getting marks. Maybe you can assume they're pretty well hidden and just roll a die for an edge test every now and then. Maybe assume the host thinks everything is normal and only worry about the Patrol IC finding the player when the security has gone up.

#Pre-roll your dice#

Pre-roll your dice

If you trust the player (you SHOULD trust the player), let them pre-roll some of their common things. A couple of Matrix Perception tests, a few Hack On The Fly...they can do these while the other players are going. This DOES have the side-effect of making failures known ahead of time, and the player might look at those rolls and try to change what they're going to do...but it comes back to trust. I ask my player to roll them and provide them in the order they were rolled.

#Remember, it's not the only time sink#

Remember, it's not the only time sink

I've seen 3 minutes of combat take up 2-3 hour sessions by players who've done this for a while. Right now the Decker might be getting their time, but soon enough the others will, too. And they may want to hear about the fun the decker is having, what the host looks like, and more. Maybe invite them over to just hang out if you want to do a solo Decker session.

Here are a few things I do as a GM to help speed up hacking.

#Don't roll for the easy stuff#

Has the Decker proven he can hack all the easy things? Are a bunch of cameras slaved to a cheesy host? Let them get the marks. Maybe the host's strength lies elsewhere, like IC or their security spider.

This doesn't just include getting marks. Maybe you can assume they're pretty well hidden and just roll a die for an edge test every now and then. Maybe assume the host thinks everything is normal and only worry about the Patrol IC finding the player when the security has gone up.

#Pre-roll your dice#

If you trust the player (you SHOULD trust the player), let them pre-roll some of their common things. A couple of Matrix Perception tests, a few Hack On The Fly...they can do these while the other players are going. This DOES have the side-effect of making failures known ahead of time, and the player might look at those rolls and try to change what they're going to do...but it comes back to trust. I ask my player to roll them and provide them in the order they were rolled.

#Remember, it's not the only time sink#

I've seen 3 minutes of combat take up 2-3 hour sessions by players who've done this for a while. Right now the Decker might be getting their time, but soon enough the others will, too. And they may want to hear about the fun the decker is having, what the host looks like, and more. Maybe invite them over to just hang out if you want to do a solo Decker session.

Here are a few things I do as a GM to help speed up hacking.

Don't roll for the easy stuff

Has the Decker proven he can hack all the easy things? Are a bunch of cameras slaved to a cheesy host? Let them get the marks. Maybe the host's strength lies elsewhere, like IC or their security spider.

This doesn't just include getting marks. Maybe you can assume they're pretty well hidden and just roll a die for an edge test every now and then. Maybe assume the host thinks everything is normal and only worry about the Patrol IC finding the player when the security has gone up.

Pre-roll your dice

If you trust the player (you SHOULD trust the player), let them pre-roll some of their common things. A couple of Matrix Perception tests, a few Hack On The Fly...they can do these while the other players are going. This DOES have the side-effect of making failures known ahead of time, and the player might look at those rolls and try to change what they're going to do...but it comes back to trust. I ask my player to roll them and provide them in the order they were rolled.

Remember, it's not the only time sink

I've seen 3 minutes of combat take up 2-3 hour sessions by players who've done this for a while. Right now the Decker might be getting their time, but soon enough the others will, too. And they may want to hear about the fun the decker is having, what the host looks like, and more. Maybe invite them over to just hang out if you want to do a solo Decker session.

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Here are a few things I do as a GM to help speed up hacking.

#Don't roll for the easy stuff#

Has the Decker proven he can hack all the easy things? Are a bunch of cameras slaved to a cheesy host? Let them get the marks. Maybe the host's strength lies elsewhere, like IC or their security spider.

This doesn't just include getting marks. Maybe you can assume they're pretty well hidden and just roll a die for an edge test every now and then. Maybe assume the host thinks everything is normal and only worry about the Patrol IC finding the player when the security has gone up.

#Pre-roll your dice#

If you trust the player (you SHOULD trust the player), let them pre-roll some of their common things. A couple of Matrix Perception tests, a few Hack On The Fly...they can do these while the other players are going. This DOES have the side-effect of making failures known ahead of time, and the player might look at those rolls and try to change what they're going to do...but it comes back to trust. I ask my player to roll them and provide them in the order they were rolled.

#Remember, it's not the only time sink#

I've seen 3 minutes of combat take up 2-3 hour sessions by players who've done this for a while. Right now the Decker might be getting their time, but soon enough the others will, too. And they may want to hear about the fun the decker is having, what the host looks like, and more. Maybe invite them over to just hang out if you want to do a solo Decker session.