Editing RPG Lexica:DEF

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;Decker Problem:  One of the more infamous published game design errors, a classic example of the ''Specialization problem'' (q.v.)  In two of the most well-known cyberpunk games, Shadowrun and Cyberpunk 2020, the rules explicitly state that only a character who is specialized at operating in cyberspace (the "virtual reality internet" common in the genre) could do anything at all within it.  (Such a character is usually called a "decker" , thus the term.)  The range of characters in both games was such that any given group would need only one decker.  Both games then specified large, detailed tactical rules systems for resolving encounters in cyberspace, which - while involving and interesting in theory - were unplayable in practice, because it would be socially unacceptable to leave the other players with nothing to do while the decker's player played through them.  (''Cyberpunk 2020'' made things even worse by specifying that an entire cyberspace adventure could take only a few seconds of game time - meaning that the other characters were not only unable to be involved in the cyberspace encounter, but unable to do anything at all, because in the game world they would not have had time to do so.)  Generically speaking, the Decker problem could be said to be any elegant, novel and original rules solution to a problem of genre emulation, that nevertheless cannot be implemented in-game on a regular basis because it would be socially unacceptable to use it.
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;Decker Problem:  One of the most infamous published game design errors ever to exist, and also a classic example of the ''Specialization problem'' (q.v.)  In two of the most well-known cyberpunk games, Shadowrun and Cyberpunk 2020, the rules explicitly state that only a character who is specialized at operating in cyberspace (the "virtual reality internet" common in the genre) could do anything at all within it.  (Such a character is usually called a "decker" or "netrunner", thus the term.)  The range of characters in both games was such that any given group would need only one decker.  Both games then specified large, detailed tactical rules systems for resolving encounters in cyberspace, which - while involving and interesting in theory - were unplayable in practice, because it would be socially unacceptable to leave the other players with nothing to do while the decker's player played through them.  (''Cyberpunk 2020'' made things even worse by specifying that an entire cyberspace adventure could take only a few seconds of game time - meaning that the other characters were not only unable to be involved in the cyberspace encounter, but unable to do anything at all, because in the game world they would not have had time to do so.)  Generically speaking, the Decker problem could be said to be any elegant, novel and original rules solution to a problem of genre emulation, that nevertheless cannot be implemented in-game on a regular basis because it would be socially unacceptable to use it.
  
  

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