Siran:
Thanks for that.
I agree with you that transfering ownership can't be done quickly while an owner I think. That's certainly the impression I got. Which is interesting when it comes to 'how do I legally transfer ownership of something I legally own'... is that incredibly complicated and time consuming?
My question though was about how to give myself admin priviledges not owner. And I think the invite mark action on myself is the way to do it. Rather like today sending yourself an email: you can do it but it's a little odd. I do though quite often give myself (today) priviledges while an admin. It's normal today for an admin not to be able to do everything, but instead be able to give people priviledges. Thus you can protect yourself from accidents... A good example of that is the 'sudo' command in linux.
As long as you are the owner you have the equivalent of four marks and can do anything that requires fewer marks, such as being an admin at three marks.
If you are not the owner then you either need to be given that access via invite mark or take it illegally. SR5 like the edition before it and after is set up to encourage one to stay over long in the matrix. It's designed for game play from a certain standpoint which has little to do with legal access or the hours one would put in as an employed host operator.
Legally transferring something is likely able to be done via some form of registration with the producer or other similar vendor. Which is not something that the game takes into account because as runners you don't want to leave a trail.
Marks can left on a system but they don't last. That was a design choice for play which you get though I've run into a number of players who usually don't. If players/gms keep that in mind when looking at Shadowrun and most other RPGs, choices were made based on making the game playable and less about how close it is to things now, unless it is a SIM RPG. Approaching it by trying to look at the real world is a good way to start wanting to pull your hair out. ;-)
Siran:
My impression of the SR5 hacking rules are that they are the first set that I thought were actually playable as is, not to horribly complex (especially for play by forum) and not too abstract. 'Overwatch' is the most abstract thing there and it's just 'how much you have been noticed... when it gets to 40 you are finished'.
The marks are very gamified, but hey... this is a game ... and it's very easy to understand. If you have ever played Mutants and Masterminds and looked at how they do saving throws it's pretty much identical.
Which edition of M&M? I've played third, a bit but its been a few years, so things are a tad foggy, and used a bit of 2nd as background as it is easy to convert forward.
There are some things that were removed from earlier editions in 4th and then 5th which I miss but from an integrated play perspective it is still the best even at a table once you understand the flow of play was designed to be able to jump between the three (Magic, Mundane, and Matrix as I like to call it.), especially in combat. Familiarity definitely helps with speed but that is true of any system.
For a PbP it rocks because you can bring back some of the bits about the matrix that was removed so a player is running around in the Host experiencing it as it's own world and it doesn't slow down the speed of play. Furthermore if you can arrange for the GM and the player to set aside a specific time period on a day, you can post through an entire run in short order without really holding up the rest of the game if it is something they are doing before the main part of the run. But even without that it can move fairly quickly and maintain pace with the rest of the team pending the rhythm and pacing of the over all posting from everyone.