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	<title>Comments on: Lore Enforcement: The Legal System in an RPG</title>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-617</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Mon, 20 Apr 2009 11:56:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-617</guid>
		<description>@WarlordGDX: Glad you found it inspirational, it makes the effort of writing it worthwhile. When constructing your legal codes, don&#039;t forget to allow for two things: (1) The psychological effects on the populace; and (2) the potential social and political consequences of different legal codes butting heads.

1. Everyone knows that in the US, you have the right to legal advice and have the right not to say anything - basic miranda rights. How much does that influance, and reflect, the attitude of the ordinary citizen toward the law and it&#039;s enforcers? It seems to me that it makes it more of a &#039;catch me if you can&#039; game to a lot of people. At the same time, it makes the society more open and less secretive in a number of ways, as the expectation is that the &#039;honest citizen&#039; has nothing to hide; outlaws are integrated into society. Whenever you codify even the style of law and law-enforcement in a region of your campaign world, consider how it will influance the local population, and what it says about the attitudes of the local population.

2. Someone commits a crime under the local law and then skips into a neighbouring province where what they did is not considered illegal (possibly because the victims are not accorded full or even partial &#039;human rights&#039;). Is there some sort of extradition process? Can the victim&#039;s state send people in after them without it being considered an act of war? How will such incidents shape the political landscape - and how will currently political relations and ambitions and alliances change these considerations? A retro-active extradition treaty can cause a major shakeup, as seemingly honest citizens become concerned about their dirty laundry becoming public!

Paying around with anything with big repercussions like this is always an entertaining mind game, so have fun! Make some laws for the player&#039;s comfort and some for their discomfort, while you&#039;re at it....</description>
		<content:encoded><![CDATA[<p>@WarlordGDX: Glad you found it inspirational, it makes the effort of writing it worthwhile. When constructing your legal codes, don&#8217;t forget to allow for two things: (1) The psychological effects on the populace; and (2) the potential social and political consequences of different legal codes butting heads.</p>
<p>1. Everyone knows that in the US, you have the right to legal advice and have the right not to say anything &#8211; basic miranda rights. How much does that influance, and reflect, the attitude of the ordinary citizen toward the law and it&#8217;s enforcers? It seems to me that it makes it more of a &#8216;catch me if you can&#8217; game to a lot of people. At the same time, it makes the society more open and less secretive in a number of ways, as the expectation is that the &#8216;honest citizen&#8217; has nothing to hide; outlaws are integrated into society. Whenever you codify even the style of law and law-enforcement in a region of your campaign world, consider how it will influance the local population, and what it says about the attitudes of the local population.</p>
<p>2. Someone commits a crime under the local law and then skips into a neighbouring province where what they did is not considered illegal (possibly because the victims are not accorded full or even partial &#8216;human rights&#8217;). Is there some sort of extradition process? Can the victim&#8217;s state send people in after them without it being considered an act of war? How will such incidents shape the political landscape &#8211; and how will currently political relations and ambitions and alliances change these considerations? A retro-active extradition treaty can cause a major shakeup, as seemingly honest citizens become concerned about their dirty laundry becoming public!</p>
<p>Paying around with anything with big repercussions like this is always an entertaining mind game, so have fun! Make some laws for the player&#8217;s comfort and some for their discomfort, while you&#8217;re at it&#8230;.</p>
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		<title>By: WarlordGDX</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-616</link>
		<dc:creator>WarlordGDX</dc:creator>
		<pubDate>Sun, 19 Apr 2009 19:56:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-616</guid>
		<description>I&#039;ve never been a stickler for legal process and law, but after reading this and these comments, I think I&#039;m going to flesh out some of the legal details of the Kingdoms in my home-brew world - what an opportunity to give different lands a unique feel! I feel that having a law or legal code also creates an opportunity for your more detail-oriented players to shine: What to do when the local burgomaster has become a target of an assassination plot, but he nor his court heed the player&#039;s warnings that a local organization or political enemy wants him dead? The legal code could possibly become another avenue for the players to exploit with some clever thought.

&lt;abbr&gt;&lt;em&gt;WarlordGDX’s last blog post..&lt;a href=&quot;http://feedproxy.google.com/~r/TheGeekHorde/~3/ggPOt-0T7ZY/&quot;&gt;A Video Review: Fiery Dragon Battlebox 4e &amp; Heroic I Counter Collection&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never been a stickler for legal process and law, but after reading this and these comments, I think I&#8217;m going to flesh out some of the legal details of the Kingdoms in my home-brew world &#8211; what an opportunity to give different lands a unique feel! I feel that having a law or legal code also creates an opportunity for your more detail-oriented players to shine: What to do when the local burgomaster has become a target of an assassination plot, but he nor his court heed the player&#8217;s warnings that a local organization or political enemy wants him dead? The legal code could possibly become another avenue for the players to exploit with some clever thought.</p>
<p><abbr><em>WarlordGDX’s last blog post..<a href="http://feedproxy.google.com/~r/TheGeekHorde/~3/ggPOt-0T7ZY/">A Video Review: Fiery Dragon Battlebox 4e &amp; Heroic I Counter Collection</a></em></abbr></p>
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		<title>By: Paul  (Dingles games)</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-615</link>
		<dc:creator>Paul  (Dingles games)</dc:creator>
		<pubDate>Sun, 19 Apr 2009 19:30:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-615</guid>
		<description>The escaped criminal certainly created a few aruments with the player characters. The Paladin was all for letting him go, the monk was quite happy to see him hanged (when found guilty), and the cleric wanted to try to prove his innocence. In the end the Paladin went to the city Lord (bypassed the local law) and pursuaded him to let the escapee off with a large fine. Ruffeling a few feathers on the way. Good yes, Lawful well maybe..</description>
		<content:encoded><![CDATA[<p>The escaped criminal certainly created a few aruments with the player characters. The Paladin was all for letting him go, the monk was quite happy to see him hanged (when found guilty), and the cleric wanted to try to prove his innocence. In the end the Paladin went to the city Lord (bypassed the local law) and pursuaded him to let the escapee off with a large fine. Ruffeling a few feathers on the way. Good yes, Lawful well maybe..</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-614</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Sun, 19 Apr 2009 18:37:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-614</guid>
		<description>First off : is this question on-topic for this thread? I&#039;ll let the moderators decide and possibly split off these comments onto another thread.

Secondly : Possibly the right question to be asking is &quot;what is the Good thing to do?&quot;. Lawful and Good are often confused.
After much debate this is the version of the Law Vs Chaos Good vs Evil debate our local gaming association adopted. (N.B. Note that Alignments get tweaked and ocasionnaly downright messed around with by the games owners. Check the latest text on the different alignments.)
Law vs Chaos is generally related to the point at which a player character decides &quot;I am / am not going to subsume myself in this society. I will/will not allow this cultures laws to limit my personal choices. I will/will not sacrifice the power to decide my personal choice of action about XXX in order to ensure this society remains stable.&quot; N.B. Wether the Laws *themselves* are moraly acceptable (especially when voyaging in another country with different, possibly repugnant, laws) is another question. Slavery may be legal, but its&#039; *morality* may be rejected by some and accepted by others. Law often evolves to codify morality and punish deviations from it.... but morality nearly always evolves ahead of Law which leads to... clashes (e.g. The American Civil War).
Good vs Evil , we decided was best described as Altruism (Good) vs Egotism (Evil). Good = &quot;I&#039;ll spend time and effort to help others&quot; (specific reasons for *why* they do this are hugely variable....) vs Evil = &quot;I will only spend effort to advance my personal cause&quot;, 
so the case you described would be a classic Law vs Good situation. What is good for society (Law) vs what is good for the unjustly accused man? 
The society will probably initially insist &quot;This man *must* be punished&quot;. Does the society have a procedure for investigating protestations of accusations of injustice? Just with this one question I hope to point out that the actual decision to be made cannot be decided by me or others without huge amounts of debate around large chunks of information on the cultures laws and custom and the alignments of every member in the group who helps to decide what the decision will be.... Is the group more Lawful or more Good? The &quot;self-defence&quot; argument is acceptable in Law? I could go on.....
Personal note : It&#039;s not really, I feel, our place to decide what is truly a decision only the players can make. Explanation : I feel it is very often a huge mistake for a GM to try impose upon a player what his character should be feeling unless there in an imminent egregious character class mindset violation . 
In the meantime,  I hope my comments have help shed some light on an often somewhat murky/misunderstood corner of the alignment system and the fun a GM can spark his players into having with it...
P.S. My suggestion in the *specific* case cited above would be to suggest (via the &quot;self-defense&quot; NPC) that the player characters escort the innocent man and protect him whilst the erroneous accusation is resolved justly.... body-guarding him, fending off outraged authorities (maybe even their own superiors!), digging up proof (witnesses, etc).... That could be your next scenario or two right there.... :)</description>
		<content:encoded><![CDATA[<p>First off : is this question on-topic for this thread? I&#8217;ll let the moderators decide and possibly split off these comments onto another thread.</p>
<p>Secondly : Possibly the right question to be asking is &#8220;what is the Good thing to do?&#8221;. Lawful and Good are often confused.<br />
After much debate this is the version of the Law Vs Chaos Good vs Evil debate our local gaming association adopted. (N.B. Note that Alignments get tweaked and ocasionnaly downright messed around with by the games owners. Check the latest text on the different alignments.)<br />
Law vs Chaos is generally related to the point at which a player character decides &#8220;I am / am not going to subsume myself in this society. I will/will not allow this cultures laws to limit my personal choices. I will/will not sacrifice the power to decide my personal choice of action about XXX in order to ensure this society remains stable.&#8221; N.B. Wether the Laws *themselves* are moraly acceptable (especially when voyaging in another country with different, possibly repugnant, laws) is another question. Slavery may be legal, but its&#8217; *morality* may be rejected by some and accepted by others. Law often evolves to codify morality and punish deviations from it&#8230;. but morality nearly always evolves ahead of Law which leads to&#8230; clashes (e.g. The American Civil War).<br />
Good vs Evil , we decided was best described as Altruism (Good) vs Egotism (Evil). Good = &#8220;I&#8217;ll spend time and effort to help others&#8221; (specific reasons for *why* they do this are hugely variable&#8230;.) vs Evil = &#8220;I will only spend effort to advance my personal cause&#8221;,<br />
so the case you described would be a classic Law vs Good situation. What is good for society (Law) vs what is good for the unjustly accused man?<br />
The society will probably initially insist &#8220;This man *must* be punished&#8221;. Does the society have a procedure for investigating protestations of accusations of injustice? Just with this one question I hope to point out that the actual decision to be made cannot be decided by me or others without huge amounts of debate around large chunks of information on the cultures laws and custom and the alignments of every member in the group who helps to decide what the decision will be&#8230;. Is the group more Lawful or more Good? The &#8220;self-defence&#8221; argument is acceptable in Law? I could go on&#8230;..<br />
Personal note : It&#8217;s not really, I feel, our place to decide what is truly a decision only the players can make. Explanation : I feel it is very often a huge mistake for a GM to try impose upon a player what his character should be feeling unless there in an imminent egregious character class mindset violation .<br />
In the meantime,  I hope my comments have help shed some light on an often somewhat murky/misunderstood corner of the alignment system and the fun a GM can spark his players into having with it&#8230;<br />
P.S. My suggestion in the *specific* case cited above would be to suggest (via the &#8220;self-defense&#8221; NPC) that the player characters escort the innocent man and protect him whilst the erroneous accusation is resolved justly&#8230;. body-guarding him, fending off outraged authorities (maybe even their own superiors!), digging up proof (witnesses, etc)&#8230;. That could be your next scenario or two right there&#8230;. :)</p>
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		<title>By: Paul  (Dingles games)</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-613</link>
		<dc:creator>Paul  (Dingles games)</dc:creator>
		<pubDate>Sun, 19 Apr 2009 17:53:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-613</guid>
		<description>Good article, I am having law problems in my D&amp;D campaign at the moment. The Characters are all very lawfull followers of St Cuthbert. They have recently attacked a manor house belonging to Sir Henry (An evil necromancer who was also harbouring vampires). Now Sir Henry is dead what happens to the estate, who do the tenements now pay taxes to? 
I ruled that the estate reverts to the Kings lands awaiting a new lord.  The party are allowed to stay in the estate as caretakers until a new owner is appointed.
I had another quandrum about an escaped murderer, the party found out that he wasn&#039;t in fact a murderer but killed in self defence. The problem is the victim was very popular so if they took the escapee back he would almost certainly get hung. What is the &quot;Lawful&quot; thing to do?</description>
		<content:encoded><![CDATA[<p>Good article, I am having law problems in my D&amp;D campaign at the moment. The Characters are all very lawfull followers of St Cuthbert. They have recently attacked a manor house belonging to Sir Henry (An evil necromancer who was also harbouring vampires). Now Sir Henry is dead what happens to the estate, who do the tenements now pay taxes to?<br />
I ruled that the estate reverts to the Kings lands awaiting a new lord.  The party are allowed to stay in the estate as caretakers until a new owner is appointed.<br />
I had another quandrum about an escaped murderer, the party found out that he wasn&#8217;t in fact a murderer but killed in self defence. The problem is the victim was very popular so if they took the escapee back he would almost certainly get hung. What is the &#8220;Lawful&#8221; thing to do?</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-612</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 16 Apr 2009 12:18:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-612</guid>
		<description>That&#039;s very similar to the way I approach the subject, Loz. You can also add the legality of &#039;confessions&#039; obtained telepathically to the list amongst many others.  One of the key questions for me, which you point out, is the question of wearing masks to testify. It doesn&#039;t matter whether you permit it or not, you end up with thorny ramifications; superheros won&#039;t testify if they have to reveal their secret identities, putting their loved ones in danger, and letting villains go free. Is it illegal to actually remove a villain&#039;s mask before they are convicted? Or before they are arrested?

On the other hand, conclusive identification of a masked hero (or villain!) is impossible to establish. And how about the alien who has to wear a full-faced helmet because he can&#039;t breathe the atmosphere? Or the arcane force for justice (or evil) who is nothing more than their suit of armour? The list of interesting side-wrinkles that you can throw into scenarios from this consideration alone is massive.

Another one that&#039;s fun to play around with are concealed weapons... and so on and so forth.</description>
		<content:encoded><![CDATA[<p>That&#8217;s very similar to the way I approach the subject, Loz. You can also add the legality of &#8216;confessions&#8217; obtained telepathically to the list amongst many others.  One of the key questions for me, which you point out, is the question of wearing masks to testify. It doesn&#8217;t matter whether you permit it or not, you end up with thorny ramifications; superheros won&#8217;t testify if they have to reveal their secret identities, putting their loved ones in danger, and letting villains go free. Is it illegal to actually remove a villain&#8217;s mask before they are convicted? Or before they are arrested?</p>
<p>On the other hand, conclusive identification of a masked hero (or villain!) is impossible to establish. And how about the alien who has to wear a full-faced helmet because he can&#8217;t breathe the atmosphere? Or the arcane force for justice (or evil) who is nothing more than their suit of armour? The list of interesting side-wrinkles that you can throw into scenarios from this consideration alone is massive.</p>
<p>Another one that&#8217;s fun to play around with are concealed weapons&#8230; and so on and so forth.</p>
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		<title>By: Loz</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-611</link>
		<dc:creator>Loz</dc:creator>
		<pubDate>Thu, 16 Apr 2009 08:31:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-611</guid>
		<description>Re : superheroic legal wrinkles.
I&#039;ve run a great many super-heroic campaigns over the years, and have developed a few basic &quot;rules&quot; that I apply in Contemporay game-worlds. Use the current legal system (avoiding the need for massive legal briefings for players), and add on only the &quot;required&quot; evolutions that cover the use of super-powers. Consider that new law is always based on perceived need for society... and phrased by humans with all sort of flaws (each one a potential sub-plot when new laws are being debated!). Boil the law *applied* down to a very few &quot;Principles&quot; that you can present to players. Thus they memorise and can deduce/extemporize permissible actions and consequences. A few examples :
&quot;Mind Control frees from responsability&quot; (i.e. *Mind Controllers* are responible for the acts of their puppets) 
&quot;The accused has the right to know who is accusing him&quot; (masks off in the courtroom, gentlemen!)
2)Non-utopian governments will always seek to control super-powers either via legal obligations, social pressure, military threat, moral conditioning, or a barrage of all of these and more. They will develop mechanisms to punish law-breakers and try hard to punish those who &quot;stray&quot; to bring them back under control. The question of how effective they&#039;ll be is one of ressources, willpower, mobility, etc. These are all good justifications for extreme efforts/Major GM-threats to hold over sociopathic super&quot;heroes&quot; or &quot;done on the cheap&quot; fallibility that allows PC Heroes to run around free. 
Supplemental reading :
See the articles in Johnns web-column  on improving armies for ideas on how to build a army capable of forcing super-heroes back onto the sraight-and-narrow. Low-power humans will try to combine their strengths to build a C.O.M.M.A.N.D.E.R. superiority (in as many as possibile of the following aspects : Command, Organisation, Movement, Manoeuvre, Armament, Number, Discipline, Endurance, Reactivity).  
Social pressure is fairly cheap and effective and a good source for some PC moral anguish/indignation (see my article &quot;Face Off&quot;  - RPGTips N°298 - for showing how nasty a GM can get when a supers Secret Identity isn&#039;t sufficiently well maintained....).</description>
		<content:encoded><![CDATA[<p>Re : superheroic legal wrinkles.<br />
I&#8217;ve run a great many super-heroic campaigns over the years, and have developed a few basic &#8220;rules&#8221; that I apply in Contemporay game-worlds. Use the current legal system (avoiding the need for massive legal briefings for players), and add on only the &#8220;required&#8221; evolutions that cover the use of super-powers. Consider that new law is always based on perceived need for society&#8230; and phrased by humans with all sort of flaws (each one a potential sub-plot when new laws are being debated!). Boil the law *applied* down to a very few &#8220;Principles&#8221; that you can present to players. Thus they memorise and can deduce/extemporize permissible actions and consequences. A few examples :<br />
&#8220;Mind Control frees from responsability&#8221; (i.e. *Mind Controllers* are responible for the acts of their puppets)<br />
&#8220;The accused has the right to know who is accusing him&#8221; (masks off in the courtroom, gentlemen!)<br />
2)Non-utopian governments will always seek to control super-powers either via legal obligations, social pressure, military threat, moral conditioning, or a barrage of all of these and more. They will develop mechanisms to punish law-breakers and try hard to punish those who &#8220;stray&#8221; to bring them back under control. The question of how effective they&#8217;ll be is one of ressources, willpower, mobility, etc. These are all good justifications for extreme efforts/Major GM-threats to hold over sociopathic super&#8221;heroes&#8221; or &#8220;done on the cheap&#8221; fallibility that allows PC Heroes to run around free.<br />
Supplemental reading :<br />
See the articles in Johnns web-column  on improving armies for ideas on how to build a army capable of forcing super-heroes back onto the sraight-and-narrow. Low-power humans will try to combine their strengths to build a C.O.M.M.A.N.D.E.R. superiority (in as many as possibile of the following aspects : Command, Organisation, Movement, Manoeuvre, Armament, Number, Discipline, Endurance, Reactivity).<br />
Social pressure is fairly cheap and effective and a good source for some PC moral anguish/indignation (see my article &#8220;Face Off&#8221;  &#8211; RPGTips N°298 &#8211; for showing how nasty a GM can get when a supers Secret Identity isn&#8217;t sufficiently well maintained&#8230;.).</p>
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		<title>By: Mike</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-610</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Thu, 16 Apr 2009 06:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-610</guid>
		<description>@Ameron: Players have to know that their character&#039;s actions have consequences, and that they may be called to justify those actions. A careless word at the wrong time and place can start a war, a careless act can result in trial and punishment. The key is to ensure that the result of a &#039;guilty&#039; verdict can act as a springboard to new adventures. Nothing gets Players riled up quite as much as an NPC framing them for a crime, for example. Rather than the hangman&#039;s noose, forcing the PCs to undertake a near-suicidal quest in order to repay their debt to society permits you to go all out to try and secure a &#039;guilty&#039; verdict.

@TheLemming: the big trick with an outlaw campaign is to be selective. While there will be some group chasing them down - and potentially tracking the group using magic, so they keep reacquiring the trail - the leader of the hunting party should be fallable, so that even a mistake just puts the PCs under additional time pressure. For anyone else to identify the PCs as responsible, they first have to recognise the PC as a wanted person, then have to decide how to react; some will offer favourable terms just to get them out of their shop or away from their stall before they go for help. Others will look to cash in on a reward - but the watch won&#039;t usually respond to a brawl taking place indoors except in a public place like an inn. Some will simply deny them services, or will sense desperation and jack up the prices. Some may wish to &#039;join the cause&#039;. And some shady types may offer to assist them, for a price. But it all hinges on recognition - in an era without photographs. Key to successfully running a &#039;vigilantes on the run&#039; campaign or scenario is to keep in mind what the authorities know, and to find ways of letting the players know that the authorities know. Having the PCs encounter &#039;wanted&#039; posters is always helpful. Having them attract attention because they are &#039;in a hurry&#039; can help slow them down. Having the hunt wait in ambush because the PCs are becoming predictable also helps. And if there&#039;s no militia or guard that can stop them without losing half their men, that&#039;s much the same as against any band of outlaws or any military action - it&#039;s what they were signed on to do (whether the NPCs like it or not).

@Ravyn - it can be a lot of fun. I normally twist things around to some variation on the US Legal System simply because most people are at least somewhat familiar with it from many years of television. You need the PCs to have a lawyer who they can trust (at least somewhat), who can act as their guide through the scenario, and you need to so arrange the legal arguements and judges rulings so that the verdict is 50/50 - with the player&#039;s testimony to swing the balance one way or another. You also need contingincy plans in case the PCs try and get clever. Without a time machine, I&#039;m afraid that you can&#039;t get your wish, but I can email you the scenario privately (it&#039;s too big to post as a blog entry) if you&#039;re interested.

Thanks all for the compliments, glad you enjoyed it.</description>
		<content:encoded><![CDATA[<p>@Ameron: Players have to know that their character&#8217;s actions have consequences, and that they may be called to justify those actions. A careless word at the wrong time and place can start a war, a careless act can result in trial and punishment. The key is to ensure that the result of a &#8216;guilty&#8217; verdict can act as a springboard to new adventures. Nothing gets Players riled up quite as much as an NPC framing them for a crime, for example. Rather than the hangman&#8217;s noose, forcing the PCs to undertake a near-suicidal quest in order to repay their debt to society permits you to go all out to try and secure a &#8216;guilty&#8217; verdict.</p>
<p>@TheLemming: the big trick with an outlaw campaign is to be selective. While there will be some group chasing them down &#8211; and potentially tracking the group using magic, so they keep reacquiring the trail &#8211; the leader of the hunting party should be fallable, so that even a mistake just puts the PCs under additional time pressure. For anyone else to identify the PCs as responsible, they first have to recognise the PC as a wanted person, then have to decide how to react; some will offer favourable terms just to get them out of their shop or away from their stall before they go for help. Others will look to cash in on a reward &#8211; but the watch won&#8217;t usually respond to a brawl taking place indoors except in a public place like an inn. Some will simply deny them services, or will sense desperation and jack up the prices. Some may wish to &#8216;join the cause&#8217;. And some shady types may offer to assist them, for a price. But it all hinges on recognition &#8211; in an era without photographs. Key to successfully running a &#8216;vigilantes on the run&#8217; campaign or scenario is to keep in mind what the authorities know, and to find ways of letting the players know that the authorities know. Having the PCs encounter &#8216;wanted&#8217; posters is always helpful. Having them attract attention because they are &#8216;in a hurry&#8217; can help slow them down. Having the hunt wait in ambush because the PCs are becoming predictable also helps. And if there&#8217;s no militia or guard that can stop them without losing half their men, that&#8217;s much the same as against any band of outlaws or any military action &#8211; it&#8217;s what they were signed on to do (whether the NPCs like it or not).</p>
<p>@Ravyn &#8211; it can be a lot of fun. I normally twist things around to some variation on the US Legal System simply because most people are at least somewhat familiar with it from many years of television. You need the PCs to have a lawyer who they can trust (at least somewhat), who can act as their guide through the scenario, and you need to so arrange the legal arguements and judges rulings so that the verdict is 50/50 &#8211; with the player&#8217;s testimony to swing the balance one way or another. You also need contingincy plans in case the PCs try and get clever. Without a time machine, I&#8217;m afraid that you can&#8217;t get your wish, but I can email you the scenario privately (it&#8217;s too big to post as a blog entry) if you&#8217;re interested.</p>
<p>Thanks all for the compliments, glad you enjoyed it.</p>
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		<title>By: Ravyn</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-609</link>
		<dc:creator>Ravyn</dc:creator>
		<pubDate>Thu, 16 Apr 2009 05:27:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-609</guid>
		<description>Excellent post!

The trial sounds like a blast; I wish I&#039;d been there.

I think it&#039;d be even cooler to get a group understanding a legal system than for them to just see it in action; I&#039;ve always loved bricolage and word-twisting, and trying to work around a legal system through technicalities sounds like the perfect way to twine them together.

&lt;abbr&gt;&lt;em&gt;Ravyn’s last blog post..&lt;a href=&quot;http://exchangeofrealities.today.com/2009/04/15/curtains-for-your-players-through-metagame-fun/&quot;&gt;Curtains for Your Players Through Metagame Fun&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Excellent post!</p>
<p>The trial sounds like a blast; I wish I&#8217;d been there.</p>
<p>I think it&#8217;d be even cooler to get a group understanding a legal system than for them to just see it in action; I&#8217;ve always loved bricolage and word-twisting, and trying to work around a legal system through technicalities sounds like the perfect way to twine them together.</p>
<p><abbr><em>Ravyn’s last blog post..<a href="http://exchangeofrealities.today.com/2009/04/15/curtains-for-your-players-through-metagame-fun/">Curtains for Your Players Through Metagame Fun</a></em></abbr></p>
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		<title>By: TheLemming</title>
		<link>http://www.campaignmastery.com/blog/lore-enforcement/comment-page-1/#comment-607</link>
		<dc:creator>TheLemming</dc:creator>
		<pubDate>Wed, 15 Apr 2009 19:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.campaignmastery.com/blog/?p=578#comment-607</guid>
		<description>One of those challenges I hardly managed to come up to is - a fantasy campaign with heroes who are hunted by the law (I&#039;m currently working on it) and I have the feeling it&#039;s hard to get them not to constantly run because they made mistakes. After all there is hardly a normal militia or guard who can deal with them without losing half their men...
I would appreciate any second thoughts on howto deal with this in an upcoming issue... ;)

&lt;abbr&gt;&lt;em&gt;TheLemming’s last blog post..&lt;a href=&quot;http://blog.lemmi.at/?p=641&quot;&gt;Butterfly’s Contest Closing Today&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>One of those challenges I hardly managed to come up to is &#8211; a fantasy campaign with heroes who are hunted by the law (I&#8217;m currently working on it) and I have the feeling it&#8217;s hard to get them not to constantly run because they made mistakes. After all there is hardly a normal militia or guard who can deal with them without losing half their men&#8230;<br />
I would appreciate any second thoughts on howto deal with this in an upcoming issue&#8230; ;)</p>
<p><abbr><em>TheLemming’s last blog post..<a href="http://blog.lemmi.at/?p=641">Butterfly’s Contest Closing Today</a></em></abbr></p>
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