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 Forum index » Meta » Puppetmaster Help
Use of "hacking" within a ARG
Moderators: imbri
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Wandering Scribble
Boot

Joined: 04 May 2006
Posts: 15

Interesting points, MageSteff. I'll try to reply to each of them in turn.

MageSteff wrote:
1. How to place the players in the "white hat" group?


Well, I suppose this would vary from game to game, but here's one hypothetical situation (apologies if this seems a bit cliched, I'm not in the speculative mindset at the moment): A character has been running a website on a remote server, one that the character and players regularly access. However, an artificial intelligence program has hacked the server and gained control, changing passwords, removing scripts, etc. Now, since the character can't physically reboot the server or anything since he happens to be in hiding (this also being the reason why he can't contact the authorities or his sysadmin), he needs the players to help him regain access to the server, kick out the AI, and possibly do some clue-hunting in the server logs, etc. after they have regained access.

MageSteff wrote:
2. I think we need a definition for Brute force. To me it has meant "not solving the puzzle in the manner intended" running dictionary scripts and not doing the work directly.


Oh, ok. I don't really know the ARG lingo, but I would say that "not solving the puzzle in the manner intended" is not the meaning generally applied to the term outside of the ARG community. In my experience from outside of ARGs (information security, cryptology), brute force means trying every possible solution to a given query in order to determine the single correct solution. This is why the term is applied to dictionary scripts - they run through set lists of character combinations, or "dictionaries", in order to eventually reach the right combination. It's also used in cryptology, because pretty much every encryption system in common use today (with the sole exception of one-time pad encryption, which is the only theoretically uncrackable system) can be broken by brute force, with the only factor being computing power and time. I would timidly suggest that perhaps a new term be applied to the whole "not solving the puzzle the right way" concept; I, for one, suggest the term "cheating".

MageSteff wrote:
We still come back to the fact of teaching the players it is OK to attack a server. Players who have been in the community for a while would know the difference, but I am still afraid of teaching newer players that hacking is an acceptible way to solve puzzles when it isn't.


Hm. You're right. That, I suppose, should be a main concern if someone should try this. But I think it'd be interesting to at least see an attempt, no?

PostPosted: Sun May 07, 2006 5:25 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Wandering Scribble wrote:

Hm. You're right. That, I suppose, should be a main concern if someone should try this. But I think it'd be interesting to at least see an attempt, no?


It might. I'm sorry, but I am having trouble getting past a couple of issues.

In addition to the player issues I have stated I have issues from the PM side of things as well.

While I would like to see a PM (or group of PMs) who have the experience and the technical skills try this, I am really afraid that a less experienced PM may take this up without understanding all the possible problems that could arrise from it if it is not implemented with a great deal of care - simply because I know the skills of some members of this community are far far better than my own.


Yes, I know that means "Well then Steff, you don't run a game like that."
But I am afraid that a less experienced PM will use the "hack the character computer" as an easy out and not cover the security issues involved, nor support that aspect of the game as much as it should be (OK my personal fear again I know).

Would it be interesting? For me, only if there is supported story line based reason and not just "because the PM thought it would be neat." Just as I don't think you should put a puzzle in an ARG without the puzzle fitting the storyline in some way for some reason.
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Magesteff
A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Sun May 07, 2006 6:47 pm
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edge0fmadness
Greenhorn

Joined: 27 Jun 2006
Posts: 9

one of the things I've done with the game I'm running was to set up protected folders on my server - through 1and1.com they allow you to set up the user name/password through an .htaccess file (can be done on any server, but 1and1.com makes the file for you). Then the players were led to the folder, later they were fed tidbits here and there about the password and login. This allowed them "access" to a secure area without putting them in a position where they would be port scanning, etc.

PostPosted: Wed Jul 12, 2006 7:55 am
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Fliko
Greenhorn

Joined: 27 Jun 2006
Posts: 6

If you are wanting to use hacking with an ARG, and effective way to start is to create a honeypot on the webserver.
Of course you'd have to speak with the web host and get them to set up some of the stuff for you, or you could run the server yourself.

Then from there start to create the website inside of the honeypot, and make sure that there are security exploits in the website, but it would be extremely important to make sure the honeypot secure.

The only problem I see with this is attracting some group of elite hackers, or some script kiddies with some powerful tools.

PostPosted: Thu Aug 03, 2006 1:19 pm
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