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(All art has been made by a human artist! I don't condone the use of AI art!)

Hey everyone!

I'm very excited to share something I've been working on for the last couple of weeks — Hacking Games, a new Foundry module that brings interactive hacking mini-games to your sessions.

For anyone who wants to see how to use it/want a showcase:https://youtu.be/Ze8ChNaXg6o

What is Hacking Games?

Instead of resolving hacks with a single roll, Hacking Games gives players actual puzzles to solve under time pressure. The GM picks a game, sets the difficulty based not only on the outcome of the roll, but also based on the player's real life skill, to make it fair for all players. The combination of those two difficulty settings determine the final difficulty tier.

Not only do players have 9 different games to play, each changing their difficulty, but also have the option between 8 themes that should fit into any campaign:

Retro

Modern

Cyberpunk Corpo

Cyberpunk Streets

Holographic

Fallout

Laptop (2 Variants clean and dirty)

Old Desktop (2 Variants clean and dirty)

The GM and players get to spectate the operating player in real time, if there is more than one user playing at a time the spectators can choose who they to spectate and change it in real time.

The GM can also play against or with their players in any combination they want. If all users are playing on a side without the helper button checked, their successes and their scores are added together and compared against each other. If a user was marked as just a helper, their successes don't count towards the total, but half their score does. The helper option is implemented if a character can't use a separate console to directly help the other players, or if they are just not as good, but still want to help.

If the GM is playing against multiple players, they have their special multiplier option, to make it fair.

Difficulty tiers could also customized by the GM in the module settings page.

How to use:

Right click on the the players tab in the bottom left corner of your screen and launch the hacking games window

Once that is done, drag the players and the GM to their respective sides if you want to have competitive hacking. If you want the player to play solo, drag everyone into the spectators tab and place the player on any side. The same goes for having 2,3,4, etc.. players on any side together, if there is no one on the opposing side then it is not a competititve mode.

You can click on each user on any side and change the difficulty for them individually, or even the game. In addition, players can be marked as helpers by clicking the helper check box, if that happens then they don't add their success to the side they are playing on, instead they only add half of their score. Otherwise if 2 players for example are playing as full players (No one is a helper) they could achieve 1 success with a maximum of a score of 100 each, adding that together to 2 successes and a score of 200. If one was a helper the max they could achieve would be 1 success and a score of 150.

If the GM is on a side you could activitate his special option, the multiplier, which multiplies his successes and score, this allows the GM to play against a team of players, if he is for example representing a team of hackers, it is the option to use to even the odds.

You can close the windows any time you want through the X in the screen of the devices.

There are two exceptions to this, the retro/terminal theme has a shut down button outside the screen, to its right. Once clicked it turns off the computer with a nice little animation.

The holographic theme has an abort button outside the main window

How Difficulty is determined:

Difficulty is determined by two settings: the player’s real-life ability at the minigame, and the character’s roll outcome. Set the base difficulty to match how good the player actually is at that specific game, then apply the roll outcome. The resulting final difficulty is shown in Default Tier.

Players will often perform differently across minigames, so it is normal to set different base difficulties depending on the game. Start lower, test what feels right, and adjust from there.

The hacking games are intended to range from manageable to extremely demanding, with the highest tiers meant to be rare and feel like a major achievement. If everything still feels too difficult even after lowering the base difficulty and adjusting the roll outcome, I may rebalance it further.

Compatibility

Foundry VTT v13/14 — System Agnostic!

Note: The module has been tested on resolutions of 1920x1080 and up. Smaller resolutions might not be able to fully see the devices/main window. If there is demand, I might make the option to reduce the size in the future!

You can launch the hacking window by right clicking on the users in the bottom left and choosing the option launch hacking games! Enjoy!

Here

Files

Foundry VTT - Hacking Games - Interactive hacking

NOTE: All assets in this module were made by real people, NO AI was used Today I'm releasing Hacking Games — a module that completely changes how hacking plays out at your table! Instead of resolving everything with a single roll, your players get actual puzzles to solve under real time pressure. The GM controls the difficulty based on the roll outcome and the player's real life skill, keeping it fair and engaging for everyone. Players can team up, go against each other, or have helpers chip in — and everyone gets to spectate live! I hope you enjoy it, if you do make sure to check out my Patreon! Patreon: https://www.patreon.com/c/TheFinalArtificer?vanity=TheFinalArtificer This module is part of a growing library of Foundry modules. Subscribe to stay up to date with new releases, updates, and features. Support the Patreon and unlock everything The Final Artificer has to offer!

Comments

Noah Wagoner

I have some gripes about this module, the first is that its very unclear how to actually adjust the difficulty because there are two sections "Default Roll Outcome" and "Default skill" after testing extensively I still don't understand how they interact with each other. The second gripe I have is some of these hacking games are straight up impossible even at the average difficulty, and that's me the GM sitting there repeating them over and over trying to pass it and failing each time. The Quick response fails you instantly for starting it at any difficulty above average, the black box is too small to read and therefore impossible to navigate or memorize. The Math one requires way too many problems to be solved reasonably even on the novice difficulty.

The Final Artificer

Hi Noah, there is a link to a how to use video in the post. But let me help you here directly. The default skill difficulty should be the player's real life skill. For example, a real life programmer would be much faster at typing than someone who doesn't use his PC a lot, so that difficulty should be higher for him, an engineer would be better at math, etc... So first you want to determine how good the person is at playing these games and set that option. If you find the difficulty too high, lower that difficulty. Then you roll your character's skill, that is the roll outcome option. The final difficulty is the combination of both of these settings. I edited the post and added a graph to see how exactly the difficulty is determined, take a look! But here is an example nonetheless: Example: You choose the novice difficulty for the user, they roll well and you choose the option "around the DC" for the roll. The final difficulty remains at novice. If you roll higher, it becomes easier, you will have the difficulty "trivial", if you roll worse, you will have the difficulty "below average". You can see the final difficulty in the "Default Tier". Now for the hacking games: I admit I balanced them around my ability to complete them, an average game is one I can complete 99% of the time granted I'm focused up. above average and expert I really have to focus. The legendary tier is for people even better than me and it shouldn't come up unless you're an expert and you rolled badly anyway, someone winning those should make for a legendary moment. Some of my own players are at the novice level in some games, at average level in others, some are easily at expert in some games. You will have to see how good your players are at each game, test the water. It is fine to not be good at some of the games, if you keep the module eventually you'll get better at all of them and you're going to raise the difficulty automatically! I'm also planning on a module that allows you to play these games to "train" your hacking! So it might be useful and fun! Try the default skill at a much lower difficulty and change up the roll outcome and tell me what happens. If it is still too hard I might fiddle with the settings a little bit.

Gaming T

Could you possibly make this compatible with v12? :>

The Final Artificer

Hi, unfortunately that is impossible, the module is built on V13+ code, which doesn't exist on V12. I would have to rebuild the module from the ground up

Chet McGovern

Its also a bit vague on where to go to get the install link. That could definitely be clarified better. I went with another module because I couldn't find the link for this one. If you go to the youtube link, it just links to the patreon, not the link. This is supposed to be the spot for it, but it's not here. The update page has nothing either.

The Final Artificer

Hi Chet, all links are in the master post, it is pinned as the first post! But you're right, I could include them also in each module's post, I'll start doing that, thanks for the feedback.