People are emotional. All of us, more or less. Some people also sometimes have other ways of engaging with the world.
But cars are emotional for people. So was 9/11. Facts don’t really matter.
So when you tell someone something bad about cars, they have an emotional response and that’s game over. Especially if they see you as out-group.
I don’t know how to fix this but I think it’s the root of all of our problems.
Maybe if we can get people to see experts as in-group again?
I’ve tried this a couple times with limited success.
Those were then bumped up or down depending on if it was “budget”, “consumer grade”, or “corporate grade”. Hacking into some nobody chump’s security system from across the street is something the hacker PC get done for free with a little luck. Hacking into the ASI Corporate HQ maglock door subsystem from across town would be a feat of legend, not something someone can likely do just off the cuff.
I do like that Fate encourages players to do some preparation for hard tasks. Have someone use their talky skills to talk up some junior workers, and learn something about the network. That’s an advantage you can invoke. Have someone spend resources to bribe someone, that’s another advantage.
A problem that’s come up each time I’ve tried this kind of game is not having a shared understanding of what “hacking” can do. Fate kind of helps here because the actions are kind of agnostic about what skills are creating them. If you’re trying to remove someone from the scene, that’s likely an Attack whether you’re using “hacking” or “fight” or “intimidate”. The hacker might fake a text from the boss telling the bouncer he’s fired where the bruiser might just deck him, but they go down the same kind of mechanical funnel. The tactical considerations for the players comes from like “what looks like a softer target: his face or his phone? is anyone going to see?”