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Roleplaying Tips Weekly E-Zine Issue #41
Law, Crime & Punishment in Fantasy Role Playing Games
Contents:
Overview & Summary Of Tips In This Week's Article
- A good and easy way to create laws in your games is to
base them on the social customs and religion of your game
world's societies.
- Most societies have a small number of key "laws" from
which crimes are derived and labeled as such. Use these
to create your laws.
- Each crime has a relative severity. Not all crimes are equal.
- The relative social importance and reputation of the
criminal and victim affect punishment.
- The facts of the crime tend to affect punishment.
- Most laws can be created with very little information
about the society but serve to add terrific detail to a
society. Excellent return-on-time investment for details on
your societies.
Return to Contents
A Brief Word From Johnn
A couple of quick words about Brennan O'Brien's excellent
article "Law, Crime & Punishment in Fantasy Role Playing
Games."
First, don't let the title fool ya. I think the information
is great for GMs of all systems & genres--not just FRPGs.
Sci-fi, modern & cyberpunk games all have primitive cultures
which need laws. And, modern and future laws often have
their roots in earlier, simpler times so you can use the
info to form a core for more complex law systems.
Second, I try to avoid including game mechanics in articles
because you all play so many different games. But Brennan
has come up with a nice and simple generic mechanic which
you should be able to use without hassle. If the nicely
spaced tables don't come through very well, I'll be
formatting them in a web page by midweek and putting it up
at the RoleplayingTips.com site.
On another note, I've been reading through the new D&D 3rd
Edition Dungeon Master's Guide and thought I would pass
along a good tip that I just came across last night:
Photocopy your maps. Use the copies to write notes on how
the area changes (i.e. the PCs break down a wall), or to
write helpful reminders to yourself (i.e. using
highlighters, colour-code the map by inhabitant type).
There are lots of other things you can do with photocopies
of your maps but you get the general idea...
Regards,
Johnn
johnn@roleplayingtips.com
Return to Contents
Law, Crime And Punishment In Fantasy Role Playing Games
Guest article written by Brennan O'Brien
veilheim@yahoo.com
Law exists to maintain a social structure. Without law,
there is anarchy. Anarchy tends to lead to social failure,
because a society cannot successfully marshal its
capability against threats.
- Law Is Based On Custom & Religion
In general, Law is based on Custom and Religion. Custom and
Religion define for each society what is "right" and what is
"wrong". Obviously, these factors vary tremendously between
various cultures, and the crimes of your society should
reflect the normative behavior based on what you view the
customs and religious beliefs are that dominate your
society. At the core, however, most societies have between
3-10 significant "thou shalt not" rules governing social
behavior.
- The Basic Rules Of Law
In general, these rules resemble the following:
- Do not kill people.
- Do not speak a lie about your neighbors.
- Do not steal or destroy the possessions of others.
- Do not have sex with some society defined group (varies by
society and custom).
- Do not challenge the rule of law/authority (typically seen
in older societies).
- Do not commit heresy against the predominant religion of
the society (varies by religion).
These tend to form the basis of criminal law for a society.
Most of the laws that we have on the books today can, in
some way, trace their origins back to one of these six key
laws. These, then, can be considered "felonies" for most
societies.
Punishment for committing a felony in most early medieval
societies tends to focus around retributive action. For
example, killing someone tends to result in the offender
being killed. Stealing tends to result in some sort of
physical deformation.
- How Social Status & Circumstance Affect Punishment
Two elements strongly influence the application of
punishment to the crime. The first element is the level of
relative social stratification between the "criminal" and
the "victim". A noble killing a slave, from a society
perspective, is a lot less "bad" than a slave killing a
noble. Secondly, the number of factors which aggravate or
mitigate the commission of the crime itself influences the
punishment of the crime. This second class of factors,
though, does not supersede the first set -- that is, even
if you're defending your own life (a mitigating factor),
killing a noble if you're a slave probably won't save your
life.
- The 4 Steps For Creating Your Own Crime & Punishment System
- Determine the society's crime categories and assign
Punishment Levels
- Assign effects of social class as modifiers to
Punishment Levels
- Assign effects of circumstance as modifiers to
Punishment Levels
- Determine punishments for Punishment Level
- A Sample Crime & Punishment System
The following generic mechanics can be used to address crime
and punishment in your own campaigns. Obviously, change
whatever necessary to adapt to your own environment. Each
of the major crimes has a generic "punishment" level.
Remember these are just examples, and can serve in a pinch -
but you'll probably want something a bit more tailored to
your campaign world.
| Crimes of Example Society X |
| Killing People is Outlawed |
Punishment Level 11 |
| Stealing/Vandalism is Outlawed |
Punishment Level 9 |
| Treason, Sedition and speaking against the Government is Outlawed |
Punishment Level 7 |
| Assaulting A Guard or Soldier is Outlawed |
Punishment Level 5 |
|
| Effects of Social Class and Reputation on Crimes of Society X |
| Slave/Outcast commits crime against Commoner |
+1 Punishment Level |
| Slave/Outcast commits crime against Noble |
+3 Punishment Level |
| Slave/Outcast commits crime against Society |
+5 Punishment Level |
| Commoner commits crime against Slave |
-1 Punishment Level |
| Commoner commits crime against Noble |
+2 Punishment Level |
| Commoner commits crime against Society |
+3 Punishment Level |
| Noble commits crime against Slave |
-3 Punishment Level |
| Noble commits crime against Commoner |
-2 Punishment Level |
| Noble commits crime against Society |
+1 Punishment Level |
| Criminal has an awful reputation |
+2 Punishment Level |
| Criminal has a poor reputation |
+1 Punishment Level |
| Criminal has a neutral reputation |
+0 Punishment Level |
| Criminal has a positive reputation |
-2 Punishment Level |
| Criminal has an exemplary reputation |
-4 Punishment Level |
| Victim has an awful reputation |
-2 Punishment Level |
| Victim has a poor reputation |
-1 Punishment Level |
| Victim has a neutral reputation |
+0 Punishment Level |
| Victim has a positive reputation |
+1 Punishment Level |
| Victim has an exemplary reputation |
+3 Punishment Level |
|
| Effects of Circumstance on Crimes of Society X |
| For each aggravation making the crime worse |
+2 Punishment Level |
| For each mitigation which lessens the crime |
-1 Punishment Level |
|
| Generic Punishments |
| Execution of Criminal, their Family and their Associates and Friends |
Level 13 |
| Execution of Criminal and their Family |
Level 12 |
| Execution of Criminal |
Level 11 |
| Massive Deformation (Leg, Arm, Tongue, Eyes removed) |
Level 10 |
| Major Deformation (Hand, Foot, Sex organs, Single eye removed) |
Level 9 |
| Minor Deformation (finger, teeth removed) |
Level 8 |
| Extended Imprisonment (Tens of Years) |
Level 7 |
| Imprisonment (Several Years) |
Level 6 |
| Short Imprisonment (Number of Months) |
Level 5 |
| Significant Fine (Several Decades of Average Earnings) |
Level 4 |
| Fine (Several Years of Average Earnings) |
Level 3 |
| Minor Fine (Several Months of Average Earnings) |
Level 2 |
| Crime Overlooked |
Level 1 |
|
- Applying the Example
Let's say Frederick, a Nobleman with an exemplary reputation
in Society X, kills a social outcast with a poor reputation.
He can demonstrate that it was self defense (a mitigating
factor).
In Society X, killing is a punishment level 11. The act,
though, was committed by a Noble against an Outcast,
reducing the level by 3. The victim had a poor reputation,
reducing the punishment by another 1 level, and the Noble
has an exemplary reputation reducing the punishment by
another 4 levels. The mitigating factor further reduces
the punishment by one level.
The final punishment, then, is (11-3-1-4-1 =) 2. Frederick
must pay a fine to the society/government amounting to
several months of funds.
- Expanding This System
Other elements can easily be added to this system, such as
the effect of magical spells, reaction modifiers,
representation by counsel, or whatever catches your fancy.
The key element to defining crime and punishment in your
fantasy world is understanding what major activities
constitute crimes. Identifying and differentiating these
elements from each of the various cultures in your game
world can add tremendous depth to your campaigns because
the laws can be sketched out based on what you already know
about your various cultures. In other words, a great bang-
for-the-buck in terms of increasing the depth of your
campaign without costing you a lot of time.
Copyleft © Brennan O'Brien veilheim@yahoo.com
Details on copyleft can be found at:
http://www.xania.demon.co.uk/copyleft.html
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Tips Request
Do you have any crime & punishment tips to share? Send them
on in to feedback@roleplayingtips.com. Thanks!
Return to Contents
READERS' TIPS OF THE WEEK: Figure Storage Tips
From: Ralf Tschulena
Hello,
I was reading your article "Never Forget Your Dice Again" in
Roleplaying Tips Weekly #19. I use an old computer game
paper box. I lay a precisely cut foam mat in the underside,
a second mat in the lid. Then I get my Miniatures in the
box, lay a third mat over this, close the lid and use a
rubber band to hold it closed. The rubber band presses the
mat together, and the figures are held securely inside. This
doesn't work for figures with arms or wings that stretch out
from the miniature (especially all glued things). But most
figures are relatively 2-dimensional, and this works fine.
From: Mike
I use a fishing tackle box to carry my figures. It has
about 4 individual plastic boxes (drawers in the tackle box)
subdivided into smaller sections.
I've cut up an old wool army blanket and hotglued it inside
each of the individual sections, and another piece to the
lid, so that a figure has four sides, top and bottom of
padded (no chipping) wool.
For some of the odd shaped figures that don't seem to fit...
a drider, an ettin, etc... I've sectioned off a portion of
the large top compartment and carefully cut up a large block
of foam with an exacto knife so that the odd shaped figure
fits in snugly, and topped it with another piece of foam for
a lid.
I can take out individual drawers and take just a portion of
the figures that I'll need for the upcoming session, or if
playing at my place, just drag out all three tackle boxes to
provide the maximum amount of figures. When all else fails,
we end up with each player having their own figures and
using M&M's or gummy bears for the critters.
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