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How do I inject courtroom drama to my game?
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<blockquote data-quote="beaver1024" data-source="post: 1430291" data-attributes="member: 12131"><p>Courtroom adventure are an excellent idea and there is a definately a possibly for some fun there. I have run a courtroom based adventure before and here are some of my experiences:</p><p></p><p>1) Make the trial itself central to the adventure but space the action evenly between courtroom advocacy and evidence gathering and analysis. For example, the judge may allow bail for the antagonist and in between court sessions, the PCs would have the task of tracking him so that they can dig up more incriminating evidence. </p><p></p><p>2) Develop rudimentary rules of procedure and rules of evidence. This is central to a courtroom drama. </p><p></p><p>This is also where you curtail the power of divination spells. For example a rule of evidence might be that if a divination is performed on the accused directly (ie zone of truth, detect thoughts etc) without the accused's consent, that evidence cannot be admitted unless it was obtained under a warrant from the court. You might have a rule that the warrant can only be granted if the divination can be performed by an approved court official. Another example might be that unauthorised invasion of privacy of the accussed (ie Scrying) may not be admitted unless it was a court ordered scrying. Remember that in real life sometimes the most incrimating and obvious evidence was suppressed as evidence simply because they weren't obtained according to the right procedure. </p><p></p><p>Another tension increasing device you might want to try is the "to try to stop the offender from destroying or removing evidence before they can be used in court". So protecting witnesses, evidence sites, objects etc.</p><p></p><p>3) Use magic extensively to counter magic. Due to the prevalence of magic in standard DnD worlds, any well resourced criminal (those worthy of being in a major courtroom drama) will use everything at their disposal to get away with their evil deeds (eg Martha Stewart). So don't be shy in giving Amulets of Proof against Detection or Cowl of Warding out. Cast the Modify Memory and Disguise self etc. etc.</p></blockquote><p></p>
[QUOTE="beaver1024, post: 1430291, member: 12131"] Courtroom adventure are an excellent idea and there is a definately a possibly for some fun there. I have run a courtroom based adventure before and here are some of my experiences: 1) Make the trial itself central to the adventure but space the action evenly between courtroom advocacy and evidence gathering and analysis. For example, the judge may allow bail for the antagonist and in between court sessions, the PCs would have the task of tracking him so that they can dig up more incriminating evidence. 2) Develop rudimentary rules of procedure and rules of evidence. This is central to a courtroom drama. This is also where you curtail the power of divination spells. For example a rule of evidence might be that if a divination is performed on the accused directly (ie zone of truth, detect thoughts etc) without the accused's consent, that evidence cannot be admitted unless it was obtained under a warrant from the court. You might have a rule that the warrant can only be granted if the divination can be performed by an approved court official. Another example might be that unauthorised invasion of privacy of the accussed (ie Scrying) may not be admitted unless it was a court ordered scrying. Remember that in real life sometimes the most incrimating and obvious evidence was suppressed as evidence simply because they weren't obtained according to the right procedure. Another tension increasing device you might want to try is the "to try to stop the offender from destroying or removing evidence before they can be used in court". So protecting witnesses, evidence sites, objects etc. 3) Use magic extensively to counter magic. Due to the prevalence of magic in standard DnD worlds, any well resourced criminal (those worthy of being in a major courtroom drama) will use everything at their disposal to get away with their evil deeds (eg Martha Stewart). So don't be shy in giving Amulets of Proof against Detection or Cowl of Warding out. Cast the Modify Memory and Disguise self etc. etc. [/QUOTE]
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