Roleplaying Tips Weekly E-Zine Issue #451
Police in a Modern Campaign
Contents:
This Week's Tips Summarized
Police in a Modern Campaign
- Uninvolved or Marginally Involved Police
- Realistic Response Time
- Scale of Response
- Police Process
- Catching Criminals
- PCs as Police
Johnn Four's GM Guide Books
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A Brief Word From Johnn
Survey response appreciated
Thanks to everyone who wrote in with feedback about the
future of Roleplaying Tips. Thanks also to everyone who
filled out the brief survey and left comments. I'm leaving
the survey open a little longer, in case you haven't had
time to take it. I'll close it soon.
Future of Roleplaying Tips - have your say.
Carnus campaign gets new PCs
Last session the party finally broke the curse of Kingspire.
I won't reveal spoilers for Goodman Games' 4E module, but it
gave us several sessions of entertainment, and I think my
players enjoyed the encounters and storyline.
Woven into the module, so it would further my campaign as
well, were two plot threads. The first was a kidnapped ally
whom the PCs were sent to find, which ended up kicking off
the Kingspire module in the first place. Unfortunately, the
kidnapper seems to have tricked the party because their
friend is nowhere to be seen.
The second plot thread concerns recovering pieces of a
broken key. The key is said to open the entrance to an
ancient prison, where the secret of magical gates is said to
lie.
At the beginning of the campaign, the PCs were unable to
stop agents of Orcus from opening a permanent gate to a
shadow dimension, and now undead are streaming out into the
region, causing all sorts of misery.
The PCs want this key to open the prison and then find out
how to close the shadow gate. (Ironic eh? One quest to open
a gate and another to close one.) At the end of the module,
after the climactic end battle, the PCs found another piece
of the key.
We ended the session there, and then something strange
happened. Half the players requested to bring new characters
to next game. Reasons included dissatisfaction with
character abilities and a desire to try a different role in
the group (from a combat perspective).
In part, I think the issue is lack of campaign depth. I
bootstrapped the campaign in the fall with bare-bone details
and pre-generated PCs. Then we had a series of sessions that
involved a lot of combat. This was intended because we
wanted to test drive a lot of the D&D 4E rules, and I didn't
want to commit to a lot of preparation until we were sure we
wanted to stick with the campaign.
The downside to this approach is there is not much tying the
PCs to the game world, the campaign, and the party. (Plus,
I'm overdue to do some world building and campaign
development.)
The abundance of combat means PCs are evaluated more against
combat performance than other aspects of RPG. So, if a PC is
a poor performer in the initiative lineup, the fun factor
goes down.
Anywho, I will welcome the new PCs. The old ones will make
great NPCs and are also emergency backups in case of PC
death. Now that the campaign is here to stay though, I
better get off my duff and round it out a bit to give all
the player characters more information, relationships, and
hooks to work with.
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Expeditious Retreat Press Releases Malevolent and Benign
Evoking the early days of roleplaying, Expeditious Retreat
Press is pleased to release a new 1E monster book with 150
new creatures and more than 85 illustrations. The PDF ($10)
is available now, the soft-backed book ($26) is for sale at
our on-line store and will hit FLGS in early July, and for
those that prefer hardback ($39.95), stop by Lulu.com for
your copy today!
Malevolent and Benign at Expeditious Retreat Press
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Police in a Modern Campaign
A guest article by Logan Horsford
It is sad and disturbing when I see modules say things like
"police arrive in d10 combat rounds." It is even more
disturbing when a "level appropriate" amount of police show
up. I'm writing this article with the assumption that most
GMs don't know how to use the police, or use them as just
another wandering monster.
I don't consider myself an expert in police matters, but I
have spent a lot of time around police. I have had cop
friends, did the civilian police academy (a 12 week course
for civilians who want to find out how police do law
enforcement things), questioned actual police and listened
to their stories.
I've watched people get booked, rode in police cars, fired
police guns, worn bullet proof vests. I've even eaten cop
food. So, maybe some of this stuff will be handy for a GM
out there.
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1. Uninvolved or Marginally Involved Police
When designing or GMing a modern campaign, set the level of
police involvement in the game world. You must do this first
and keep it consistent. If you change it midway through the
campaign, it will irritate the players and cause them to
trust you less.
Uninvolved police
The only illustrations you have for uninvolved police are
from fiction. If cars get blown up, people are gunned down
and things are stolen, and the police are just there to haul
away bodies or block traffic, you have to know it's fiction.
Real people wouldn't stand for it. Even idiots who get
tickets for "reckless endangerment, driving under the
influence and speeding in a school zone" howl about how they
shouldn't get the ticket because they pay taxes. Imagine how
loud people would howl if they had legitimate beefs.
With this level of police involvement, the police are
strictly background. Unless the PCs go to the police station
or call the police in, the cops aren't in the picture. No
matter how inept the PCs are, no matter how many
surveillance cameras they have managed to get their face on,
no matter how many witnesses could describe them to a sketch
artist, they won't get arrested.
Why use this level of police? If you are running PCs who are
criminals, you pretty much have to. Believe me, jails are
full of people who thought they were smarter than the cops.
Chances are good your players aren't - despite what they
think.
If you are running a criminal or spy type game and not using
this level, your game will become "run from the
police/authorities." And that's all it will be after a
while.
In general, police problems, when dealing with the PCs,
snowball. It would start with a missing tail light and end
up with them shooting a cop. If you are wanting to see a
couple of examples of this sort of level of police
involvement, I recommend the shows "Burn Notice" and
"Supernatural."
Marginally involved police
Marginally involved is a tricky level I personally don't
recommend. It is "if you screw up, the cops will be after
you." A lot of GMs try to use this level but it rarely works
out well. The police are used as a punishment for
incompetence. Usually, this degrades into the "run from the
police" campaign.
Running apathetic police is easy. Running realistic police
is much harder.
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2. Realistic Response Time
Ten minutes is a good response time. It could be a bit above
that or a bit below, but ten minutes is a good base line.
I think a lot of GMs have gotten into the "d10 rounds"
garbage because it is possible in real life to shoot someone
at random and run off. Yes, you can escape! Police do not
hide around every corner, in every bush, and in the bad
guy's offices.
In a town of Hoffman Estates, IL (pop 50,000 ish) where I
took the Citizen's Police Academy, there were about 100
police. The town itself is approximately 20 square miles. At
any given time, guess how many police were patrolling?
Nine. Just nine for that big area. The rest were either off,
on sick leave, working at the desk, support staff, etc. I
asked and found out this ratio is pretty normal for the US.
This would frustrate a lot of GMs in that the PCs can go
nuts and it seems that they won't get caught. If the PCs are
just doing a drive-by or something of that nature, the
police will have to use evidence to eventually catch them.
A lot of times the actions of the PCs can take a lot longer
than the ten minutes it takes the police to get somewhere.
For example, if the PCs break into a building and want to
search for something and the silent alarm goes off, they
will probably take longer than ten minutes to find what they
are looking for.
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3. Scale of Response
There are two reasons why the cops win most encounters. The
first is they have radio; the second is they have back up.
Here are two real life situations I witnessed. In the first,
I was out on a ride along with an officer. A ride along is
when you get to go around with the police officer and watch
him do his job.
In the Chicagoland area in Illinois, the towns touch. No
empty land between the suburbs - they just flow together.
One town over, there was a call of a fight. The officer I
was with radioed in and asked permission to go assist. It
was granted and we drove at breakneck speed to it.
There were about a dozen cop cars at the scene when we got
there, with more on the way. The sergeant was still on the
way to find out what was going on and direct people what to
do. What were these dozen cop cars - and even more cops -
for?
Three losers had driven together to a gas station and
gotten into a heated argument. They were let go with a
verbal warning and drove off together.
Now, for your campaign, imagine how much more it would be
for the usual gun toting, bomb-tossing PC.
In the second example, I was sitting at a restaurant and a
police officer got shot from point blank range from a fully
automatic weapon through the windshield of his car. Every
bullet missed. The guy then ran off.
Within 20 minutes, there were three choppers, a couple fire
trucks, ambulances, emergency vehicles and enough police
cars that traffic was stopped for an hour or more.
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4. Police Process
Steps for a police officer upon seeing something bad:
- Call it in
This simple step gets overlooked by every GM I've seen. You
ever get pulled over for speeding? Ever wonder why the
police officer is sitting in his car for a long time before
he gets out to come talk to you?
That's because he is calling in that he is stopping you. He
has already pulled up the information on your car and this
has probably already been transmitted to the main office.
Also, if you see one cop, know that he has backup close. The
police do not play fair with criminals (or PCs).
If the police officer thinks the situation might be anything
beyond a routine traffic stop he will then:
- Call for backup
If the PCs are doing something bad - shooting up a place,
holding hostages, looting, whatever it is - the police
officers will not rush in and die if they have had any
training. They will stay back and call for backup.
Depending on the threat severity, they may not even try to
do anything but contain (i.e. prevent the escape of) the PCs
and wait for even more backup. They might send for SWAT
teams, etc.
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5. Catching Criminals
How cops catch murderers and the PCs: they rebuild the last
48 hours of the victim's (and or suspect's) life.
This may sound obvious, but let's look at a couple examples.
If the PCs got arrested, the police have the player
characters' cell phones. Even if the PCs have taken the
trouble to erase their call history, there are still records
they can get from the phone companies to find out who you
called.
Rebuilding the "who called whom" and cross referencing with
the victim's phone records can tell volumes. The cops will
also talk to the victim's friends, watch security tapes from
businesses that are down the street, track GPS of the car,
etc.
Something fun you can do if the PCs get arrested is to put
them all in separate rooms where they can't talk to each
other and they can't hear you. Don't put them back into the
same room until you are done. Grill each one separately. Ask
them the same questions. When they give answers, cross
examine their statements. Make notes of their answers. Then
compare them.
For a GM, this is interesting to do at least once in your
life. The PCs will totally incriminate themselves and each
other. You will never see such an obvious fabrication.
Usually, the PCs don't even get together to come up with a
good story before getting arrested. After seeing how
horrible their stories are, how transparent their lies are,
realize the police who would be doing the interrogating are
better than you by a decade or two.
This might all sound extremely frightful for the GM who has
a PC that puts a toe over the line, but realize that few
crimes are investigated with a lot of vigor. If the PCs have
stolen a car stereo or even done some breaking and entering,
it is not a huge priority of crime.
Yes, some officers will call foul at this statement, but
I've talked to police that have told me if your place gets
broken into, some guys will be around to spread some
fingerprint powder to make you feel better, then leave. Your
stuff is probably gone forever; sorry.
On the other hand, if the PCs have committed murders,
kidnapping, or - god help them - shot a cop, the police get
pretty upset about this and will do a lot more.
A couple quick notes before I move on to the last section:
In the USA (this varies state by state) the police can hold
you for up to 48 hours for pretty much no reason. That
sounds harsh and is incorrect by the law, but if they think
you've committed a crime or are withholding evidence, they
can keep you for up to 48 hours. Then, they let you go and
say thanks.
This can be an interesting tool for the GM. I've heard about
cops who do it because they felt the person was
uncooperative (or a pain in the rear).
The second thing is terrorism. Many of the things PCs do -
and enjoy doing - could be seen as terrorist activities.
With the Patriot Act and the Department of Homeland
Security, you don't need much beyond suspicion to be put
under arrest and held indefinitely.
If you want to see a couple of examples of this sort of
level of police involvement, I recommend seeing if your
police station offers "Citizens Police Academies" or "ride
alongs." These are free - taking only your time. The reason
I got into them is that I wanted to increase my knowledge of
the real police for gaming.
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6. PCs as Police
Some aspects of this scenario can be very anti-climactic in
regards to gaming. For example, the PCs discovered a bad guy
was holed up in a warehouse. He had goons with rifles and
they were ready to rock in the big dramatic combat that
would be a no holds barred death match!
The PCs called in SWAT instead. Now, you have two choices -
you can either say "Gosh - SWAT isn't competent enough to
handle this," or you can say "No problem, SWAT clears the
building and makes the arrest."
It is anticlimactic to do this, but realistic. If you have
the kind of gaming group who needs combat, this is tricky.
Police officers will get in trouble for attempting to be
Rambo.
Remember the cops' first two steps? Call it in and call for
backup. Examples of this in fiction, TV's "CSI" shows,
though police told me "Barney Miller" was the most realistic
TV show. It's an old TV show from the 1970's where cops just
sat around griping. Not kidding.
Running either realistic police or "PCs as police" makes
your game more realistic and helps sharpen you up as a GM.
PCs as police is harder for both you and the PCs. For you
because you have to have an idea of the laws and the PCs
have access to a lot more resources. Harder for the PCs
because they have to stay within the bounds of the law - or
at least not get caught stepping out of them.
I'm currently running "PCs are the police" in my campaign.
If anyone is interested in finding out how that's working
out, I record everything run in my campaign and distribute
it via podcast. You might get some ideas. I would say it
seems to be working out pretty well and it helps stretch me
as a GM.
I'm hoping this article helps someone with their campaign
and, if I'm lucky, it might mean one less "the police show
up in d6 rounds" in a module.
Good gaming!
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For Your Game: 10 Communities
By Scrasamax, with permission from Strolen's Citadel:
http://strolen.com/viewing/4520
1. Khelerz
Population: 750
Leadership: Mayor
Attitude: Insular
Khelerz has seen a lot of violence and bloodshed. The mines
originally belonged to a tribe of hobgoblins who were
slaughtered by a band of orcs. The orcs, in turn, were
hunted down and destroyed by the King's Army, and their camp
and forges were claimed by the humans.
Since then, Khelerz has traded hands six times through
warfare. The smithies of the mining village have become
adept at repairing armor, and bladesmiths and weapon makers
are almost as common as blacksmiths.
The current population of the village are tired of constant
fighting between noble factions and are slowly warming to
the idea of independence.
2. Senys
Population: 337
Leadership: Mayor
Attitude: Open
This small village is unique in aspect as well as
leadership. While it is a fairly normal, wheat growing
community with some light ranching, it is different in that
every year a new mayor is chosen by the Lady of the Leaf, a
local agriculture spirit that blesses the village and its
fields annually.
The Mayor serves as the "Husband" of the Lady of the Leaf,
and is not only expected to perform spousal duties, but is
also the emissary of the spirit. The Lady of the Leaf
refused to allow herself to be worshipped as a goddess,
though she can be petitioned to do things on the behalf of
the local populace.
Her favorite blessings? Blessing the beer comes second only
to blessings for fruitful marriages.
3. Ellalith
Population: 410
Leadership: Noble
Attitude: Open
The Village of Ellalith, sitting on a gravel strewn coast,
is home to pearl divers and a small fleet of Skipjacks -
small dredging boats that haul in baskets of oceanic
mollusks and shellfish.
The noble of the region - likely a baron or count - makes
his permanent home in Ellalith and, when not adjudicating
disputes and tending to matters of the court, is commonly
found on his own ship working the dredges or supping on wine
and fish-rolls.
4. Oofoel
Population: 472
Leadership: Patron Noble
Attitude: Wary
Oofoel sits on the edge of a wide grassy plain and a great
forest, sponsored by a patron noble in need of ample
supplies of lumber for his greater plans of war and
conquest.
The lumber harvested finds it way to the noble's castle
where it is constructed into mobile ballistae and
catapults. His engineers are trying to construct a trebuchet
but thus far have failed.
Knowing the source of the lumber, the lord's rival has sent
troops to sabotage Oofoel's lumber mill more than once. The
last attempt caused a fire that almost overtook the village.
5. Amelcote
Population: 607
Leadership: Village Council
Attitude: Wary
Amelcote was originally a farming community founded to
harvest red ash from a forest valley.
About 20 years ago, a stone pillar was found in the woods,
and a few hours after that, all the males in the village
vanished. This phenomenon is ongoing, causing men who enter
the village to vanish - 5% cumulative chance per hour.
Since this started, Amelcote has earned a local reputation
as a safe place for women to escape from abusive husbands
and ill-wishers.
6. Lazpolcheen
Population: 526
Leadership: None
Attitude: Wary
Most people preface Lazpolcheen with the adage "Don't go
there." Crops don't fare well in the area as swarms of
insects are dangerously common.
Most of the locals have since abandoned the notion of
agriculture and have taken up eating the larger non-venomous
insects that seem to crawl everywhere. Sanitation is also
non-existent and has only encouraged the numbers of
parasites in the village.
7. Gobbo-Town
Population: 593
Leadership: Patron Noble
Attitude: Open
Gobbo-Town was founded and chartered by the local noble as
an act of charity and kindness. The village started as
little more than a sanctuary for goblins to flee to from
their orcish task masters, and quickly has grown into one of
the largest non-clan/tribal goblin settlements.
While disparaged by their human neighbors, the goblins are
genial and good natured, as rude humans are a far cry better
than murderous orcs.
The goblins have added to the local culture with their
unique cooking techniques, and goblin-made wares such as
goblin harps and goblin-stitched clothing.
8. Fort Lliesth
Population: 443
Leadership: Military
Attitude: Open
A model of frontier efficiency and prosperity, Fort Lliesth
is less than forty years old and the garrison has all but
destroyed the opposition of the indigenous Lliesthian Orcs.
With the area swept of immediate danger, the military will
soon be ready to turn the territory over to a noble-backed
civilian government. Some of the military officers oppose
this turnover and would rather see the fort remain in
operation as a base of operations for further orc
extermination.
9. Giamorium
Population: 365
Leadership: Mayor
Attitude: Open
With the village crest being a gorgon's head closed in a
triangle of bare swords, few mistake Giamorium for anything
but a wizarding village. Situated in a medium grade
agricultural area, the village is only remarkable for the
commonality of abjurationists and ward makers who live in
the community.
This magical presence has been fostered over several
generations by a local blood family of wizards. Most of the
villagers know how to effect basic lock spells, as well as
some degree of warding magics and glyphs.
10. Saint Moseus Village
Population: 385
Leadership: Clerical
Attitude: Open
Saint Moseus Village is a small community that has grown
around the home of Moseu, a holy man and hermit. Moseu has
been dead for roughly a decade now, but his tomb is said to
retain healing powers, especially for people afflicted with
illnesses of the blood and the head.
A handful of acolytes have adopted the position of being
caretakers of the tomb and have since erected a small shrine
for the local saint.
* * *
Want more communities ready to be dropped into your game?
Over 90 more are available here.
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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