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Cops looting bodies?
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<blockquote data-quote="Clueless" data-source="post: 4031275" data-attributes="member: 11802"><p>Very Harmonium-esque there. Alternatively they could be caimed by next-of-kin, all of those faction institutions believe in inheritance laws. More than likely if the PCs are being paid to investigate - they are also being paid well enough to not be so easily corruptible. Aka - their bonuses should compensate for not getting sticky-finger syndrome. The Harmonium ain't dumb berks, they know what adventuring parties are like and they have the budget for it. </p><p></p><p>Alternatively - you could let them walk off with the stuff (though that Harmonium player may start losing his faction powers over time) - and then let them get caught up in any investigations into cleaning up the corrupt officials. If you're playing pre-Faction War the Harmonium of Sigil does have a corruption problem that they need to address.</p><p></p><p>Re: historical comparatives - I would view it as closer to a renaissance society - so look to early Italian law perhaps? The Harmonium are really clear on procedure though - so... with that element already in the mix it may not even be necessary to do a historical comparison. Harmonium are extremists about such things.</p><p></p><p>And I just reread your OP and realized.. hey - you already know this stuff. Why am I babbling at you about it huh? You were asking about it as a standard policy for criminal investigatory style games, not just for yours. Well - my case? As above: The department or guard aren't stupid, and they'll pay well enough to avoid it. If it happens - hey, you have a plot hook. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>You asked: <em>So what might the city's civic code have to say about a suspect's possessions?</em> </p><p></p><p>I would suggest that there's likely nothing in a standard city's civic code supporting such chaotic and ruffian style activity as the standard adventuring party approach when it comes to city guards. a) This robs the city/lord of the fiefdom of a possible source of income, and b) (in the hands of competent law makers) it leaves the guards in an uncomfortable conflict of interest that encourages excessive force. </p><p></p><p>In a more medieval scenario it still wouldn't be encouraged. Guards of the time are more military enforcers than serve'n'protect police forces. And 'loot' as it is, goes to the lord of the realm, who then divides it out properly. (Wow did that surprise the characters in a celtic game I was in, and they were even more surprised when I got to sit at the lord's table as an adviser for the year as a bonus for it.) I'm wondering when the first public interest armed force came into existence as a distinctive enforcing/investigatory service, as opposed to a military group - anyone know? That may make the concept of police null and void for any medieval context.</p></blockquote><p></p>
[QUOTE="Clueless, post: 4031275, member: 11802"] Very Harmonium-esque there. Alternatively they could be caimed by next-of-kin, all of those faction institutions believe in inheritance laws. More than likely if the PCs are being paid to investigate - they are also being paid well enough to not be so easily corruptible. Aka - their bonuses should compensate for not getting sticky-finger syndrome. The Harmonium ain't dumb berks, they know what adventuring parties are like and they have the budget for it. Alternatively - you could let them walk off with the stuff (though that Harmonium player may start losing his faction powers over time) - and then let them get caught up in any investigations into cleaning up the corrupt officials. If you're playing pre-Faction War the Harmonium of Sigil does have a corruption problem that they need to address. Re: historical comparatives - I would view it as closer to a renaissance society - so look to early Italian law perhaps? The Harmonium are really clear on procedure though - so... with that element already in the mix it may not even be necessary to do a historical comparison. Harmonium are extremists about such things. And I just reread your OP and realized.. hey - you already know this stuff. Why am I babbling at you about it huh? You were asking about it as a standard policy for criminal investigatory style games, not just for yours. Well - my case? As above: The department or guard aren't stupid, and they'll pay well enough to avoid it. If it happens - hey, you have a plot hook. :) You asked: [i]So what might the city's civic code have to say about a suspect's possessions?[/i] I would suggest that there's likely nothing in a standard city's civic code supporting such chaotic and ruffian style activity as the standard adventuring party approach when it comes to city guards. a) This robs the city/lord of the fiefdom of a possible source of income, and b) (in the hands of competent law makers) it leaves the guards in an uncomfortable conflict of interest that encourages excessive force. In a more medieval scenario it still wouldn't be encouraged. Guards of the time are more military enforcers than serve'n'protect police forces. And 'loot' as it is, goes to the lord of the realm, who then divides it out properly. (Wow did that surprise the characters in a celtic game I was in, and they were even more surprised when I got to sit at the lord's table as an adviser for the year as a bonus for it.) I'm wondering when the first public interest armed force came into existence as a distinctive enforcing/investigatory service, as opposed to a military group - anyone know? That may make the concept of police null and void for any medieval context. [/QUOTE]
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