I've been working on coming up with principles for designing legal systems in D&D (these will extend to other games).
The basic problem is that legal systems and local authority go underdeveloped in D&D.
Here is the basic set of difficulties that create the problem: (1) Impotence; and (2) Omniscience:
(1) Impotence
First, gamemasters cannot imprison, kill, enslave, or yoink toys from their players without seriously threatening the game. Players, even when they are "lawful," are convinced of their own rectitude, and vigorously resent any legal authority interfering in their activities.
This is the problem of impotence: there are not useful and game-enhancing sanctions that are easy for a gamemaster to impose.
(2) Omniscience
Second, gamemasters often make the mistake -- when they do try to invoke the power of the local authorities -- of making the authority omniscient. This is usually via spells. "The police wizards teleport in, having seen everything through their crystal balls."
The problem with this is that omniscient foes are insanely boring to combat, and players are instantly tired of dealing with them. (Of course, omnipotent foes draw the same reaction, but the important thing here that many DMs miss is that in game terms the one is pretty much equivalent to the other).
Having defined the problem, the challenge becomes:
How to create a potent, non-omniscient legal system, with sanctions that the players care about enough to interact with, rather than resenting the gamemaster.
I've seen this done precisely once, in a campaign with which we are all I'm sure familiar (Eversink, anyone?). What I'm interested in sussing out is what the characteristics of effective RPG legal systems are.
Here is my first crack:
1. Players who you trust. If you have a kick-in-the-door group, introducing strong legal systems is likely to be either (1) perceived as railroading; or (2) a bust ("You lock me up? I kill myself.").
2. Clearly defined parameters: players should know the penalties ahead of time for basic crimes.
3. Opportunities for the players to use the system and become invested in it. Letters of Marque and Reprisal permitting the party to trash an enemy realm's ships is a great example.
4. Actionable sanctions: Let's face it -- imprisonment is a lousy sanction because it ties up the game and pretty much only serves as a plot hook for escape. But fortunately most legal systems didn't use long-term imprisonment as a sanction; they took a person's hand or head off, and went on about their business.
So one good thing to do might be to impose penalties, not imprisonment, for illegal activities.
Are there any other basic principles of effective gaming legal systems that one might use?
very best,
Carpe
The basic problem is that legal systems and local authority go underdeveloped in D&D.
Here is the basic set of difficulties that create the problem: (1) Impotence; and (2) Omniscience:
(1) Impotence
First, gamemasters cannot imprison, kill, enslave, or yoink toys from their players without seriously threatening the game. Players, even when they are "lawful," are convinced of their own rectitude, and vigorously resent any legal authority interfering in their activities.
This is the problem of impotence: there are not useful and game-enhancing sanctions that are easy for a gamemaster to impose.
(2) Omniscience
Second, gamemasters often make the mistake -- when they do try to invoke the power of the local authorities -- of making the authority omniscient. This is usually via spells. "The police wizards teleport in, having seen everything through their crystal balls."
The problem with this is that omniscient foes are insanely boring to combat, and players are instantly tired of dealing with them. (Of course, omnipotent foes draw the same reaction, but the important thing here that many DMs miss is that in game terms the one is pretty much equivalent to the other).
Having defined the problem, the challenge becomes:
How to create a potent, non-omniscient legal system, with sanctions that the players care about enough to interact with, rather than resenting the gamemaster.
I've seen this done precisely once, in a campaign with which we are all I'm sure familiar (Eversink, anyone?). What I'm interested in sussing out is what the characteristics of effective RPG legal systems are.
Here is my first crack:
1. Players who you trust. If you have a kick-in-the-door group, introducing strong legal systems is likely to be either (1) perceived as railroading; or (2) a bust ("You lock me up? I kill myself.").
2. Clearly defined parameters: players should know the penalties ahead of time for basic crimes.
3. Opportunities for the players to use the system and become invested in it. Letters of Marque and Reprisal permitting the party to trash an enemy realm's ships is a great example.
4. Actionable sanctions: Let's face it -- imprisonment is a lousy sanction because it ties up the game and pretty much only serves as a plot hook for escape. But fortunately most legal systems didn't use long-term imprisonment as a sanction; they took a person's hand or head off, and went on about their business.
So one good thing to do might be to impose penalties, not imprisonment, for illegal activities.
Are there any other basic principles of effective gaming legal systems that one might use?
very best,
Carpe
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