Help with Decker Hook/Side Runs

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« on: (08:54:57/09-01-19) »
Hi Folks,

The group that I GM for has recently reconvened, but has had some relatively substantial turn over. About half the group has been replaced, including the decker and the rigger. Due to the new makeup of the group I've decided to do a couple of sessions of smaller side runs to let everyone get comfortable with their characters and to give me a bit of time to adjust to designing runs with new personalities involved in the group.

A major change is that the previous decker wasn't too interested in playing and was basically at the game just to hang out with her boyfriend. As such, I never really evolved the decker's involvement in the campaign. The player who replaced her as the group decker is very into the role, however, so I've found myself having to change the way I'm GMing. I'm perfectly fine with having to do this. One way I try to keep players involved is giving them a hook that is unique to their character and makes the game a little bit more fun to play. For instance, the new rigger is a specialist in building and piloting walker drones who also uses those drones for assassinations. The idea here is she can learn more about her character and rigging by designing unique anthro drones and then sending them on these crazy hits to see how they do. Shes gotten into it in a weird way; a lot of the drones she designs have the realistic features upgrade, but the features are all twisted in some way to make the drones appear monstrous. I thought it was kinda cool.

So where I'm having an issue is with the decker. I've got some general ideas but I haven't paid the decker much attention until now so I'm sort of lost for a hook. Any ideas that people have employed in the past that have worked?