Law Enforcement Brainstorm

Started by Howlando, March 11, 2009, 04:02:18 AM

Previous topic - Next topic

Howlando

This is just a thought, but I was curious if the player-base as a whole had some thoughts or interesting ideas for how they'd like to see "law enforcement" function in our setting.

We've sort of gone through a couple of phases, and at present House Sharboneth (as the "owners" of the Colony) are combined noble house/retainers and responsible for law enforcement (investigating crimes, keeping order, and so on).

We've some great PC members in the House right now, and they're more than welcome to chime in on this thread, as it's definitely true we're still in the phase of figuring out how everything works (for example, whether we're completely convinced we want wizards acting as House Sharboneth "guards").

If anyone has some intelligent, thoughtful, interesting ideas or feelings they'd like to share, here is your chance!

Obviously the idea with law enforcement is to have something that is:

Fun for all involved (players who are doing it as well as criminals as well as the unvinvolved)

Interesting, flavorful, suitable for the setting

Functions well and is not boring without an endless stream of spoon-fed dm plots (which tire us out!)

Just curious what kind of ideas are floating out there, really. Posting this on a whim!

Equinox

Make an active bounty hunting squad. this is more of an IG thing, but seriously that bounty board just sits there with noone giving a damn about the pathetic rewards seeign as it would cost more in supplies to actually bring the criminals in.

Also, guards should be issued with shackles. These are a really neat rp tool and should be standard issue.

Not.Him.Again

I thought it would be neat to see a bounty hunter DM faction come to light. These would be PCs that have applied for and earned the Houses trust. They would be tasked with hunting down and removing the more vicious of the criminals that crop up from time to time. They would also be tasked as sort of general fix it men. Goblin problems on the boarders? Go and fix bounty hunters. The key to the faction is that they are hired on a job completion basis. Cant bring in that criminal? Out you go. They are a very large step down from the Guard force and sort of looked on as an undesirable requirement given the number of Guards and the threats of the island. Also, their legal power would be extremely limited but perhaps some of their NPC leaders could encourage intimidation tactics and the like to get the job done. The idea is have a faction full of shady PCs and NPCs that the more military guard forces have to put up with. Great conflicts between the Guard and the Bounty Hunters. Just a thought.

UnholyWon

My own opinion is that the law enforcement of the server continue with the theme of the land. I was unsure about a lot of things when I considered posting. I started looking up ancient Sumerian Society, where Ziggurat originated, well one civilization. Here's what I found:

Law was an integral part of Sumerian society. Nearly every aspect of civil life was recorded in writing on a tablet. The tablets were used as evidence when a legal dispute arose. These written records were verified with cylinder seals. Early seals were carved from small gems and decorated with mythical beasts, battle scenes, et cetera. Over time the designs became standardized and formalized.

Legal disputes followed a set course of action. Before reaching court an attempt was made to settle the matter between the parties involved. This process was presided over by an arbitrator known as a maskhim. Failing that the dispute was brought to the court were a panel of professional judges, known as dikuds, heard the arguments.

Legal ramifications depended upon a person's class. Crimes against a member of the amelu carried a stiffer penalty than similar crimes against the lower classes. However, members of the amelu who committed a crime were usually punished more severely than members of the lower classes. This practice could stem from the military society associated with the upper classes and the necessity to maintain discipline.

The Sumerians are responsible for the first known set of written laws. These laws are known as the "code" of Ur-Nammu. By 2400 B.C. laws were common on Sumerian society. These laws were designed to protect the weak, poor, widows, and orphans against the rich.

The patron god or goddess of a city was seen as its ruler with the human king as his or her divine representative. The citizens held the power in early Sumerian cities. Decisions were made in an assembly. When a crisis arose, such as a war, the assembly elected a lugal to make the decisions. Over time this position became permanent and heriditary.

My two cents. Laters!

Sandstorm

In major criminal cases, a council of the patricians of the colony could be conviened. This would allow factions (including the criminal) to sway the decision in their favor, and make patricians a bit more powerful!

Emma

When I first heard about House Sharboneth as a faction, I imagined that it was a combination of the Watch and Spellguard.

There's the obvious on-the-street law enforcement aspect of the Watch but also the we-run-this-damn-place attitude, mindset, and subtle social control of the Spellguard.

A non-martial combat class such as wizards have an obvious detriment to enforcing the law on the streets. But I think they could easily fill many other possible niches. Even an army, for example, is not completely populated by front-line soldiers: there are clerks, information gatherers, engineers, bureaucrats. A noble house would naturally have its spies, diplomats, regional-local representatives, and so on.

Jayde Moon

Quote from: Sandstorm;114589In major criminal cases, a council of the patricians of the colony could be conviened. This would allow factions (including the criminal) to sway the decision in their favor, and make patricians a bit more powerful!

This.

Yes.

VanillaPudding

Quote from: Sandstorm;114589In major criminal cases, a council of the patricians of the colony could be conviened. This would allow factions (including the criminal) to sway the decision in their favor, and make patricians a bit more powerful!

Assuming people can't just buy it anymore, then yes. For 4000 gold, or the same cost as full plate, someone gets to sit in and vote on major criminal cases? I would hope not. I do agree with the general idea of it, though.

As for the law of the colony, I agree that it fits the setting that whoever controls the colony, or "owns" it, is quite able to make any laws they wish. This allows for the factions and their general alignment to shine out through plots to overtake the colony or whatnot.

As for Wizards / Sorcerers being guards, well, whatever. They need a place in factions, that's for sure, and I think that it needs to be adjusted to fit the setting. They could easily be something entirely different within the faction(s). The Armada could use them as 'war wizards' or something, for example.

Caddies

A more medieval bent to the law enforcement faction would be cool, sort of emphasizing the retainer/liege lord facet perhaps.

And for what its worth, I think its a really good idea to allow wizards and bards etc. into House Sharboneth as retainers. Personally, I think limiting to people who use swords and armor is sort of dull. And a wizard on the beat to back up his fellow guardsman can do wonders, especially if fights erupt with criminals.

Most of all though, I think there just needs to be more criminals! Make some bandits, loan-sharks, assassins and whatever else! Playing a Guard is just dull without big names to go after, I've found.

KjetilofNorway

I'd like to not know how it really works. I want layers and layers of brutal mystery: secret tribunals, inquisitions, ecclesiastical trials and executions, rumors of work-camps, undercover agents and endless mazes of legal bureaucracy.
 
I want Kafka to be my DM!

Sphagnum

Just a thought, but if we are going in the medieval direction, it would be interesting to see a more religious tone to the law-enforcement.  There seems to be plenty of deities, both good and evil, in whose name one can “stomp out crime”(the Inquisition comes to mind). Churches do not seem to have much authority in this setting, and it could be fun to see them have more power.  I don’t think a religious overtone would put any limits to what classes could join the law-enforcement team either, though priests would probably become more powerful.

Thomas_Not_very_wise

I would love to see more of a religious influence upon the Guard.

I would love to see a more, basic influence on criminal investigation (trial by combat determining who is right etc...)

I would love to see magic have a place within the guard.

I would enjoy seeing players who aren't in the faction have a greater degree of influence.

I would enjoy allowing them have access to Alchemist Fire Barrels and free Shackles.

I would enjoy allowing them to PvP as they willed.

Caddies

QuoteIf anyone has some intelligent, thoughtful, interesting ideas or feelings they'd like to share, here is your chance!

Sedarine

I am not directly for or against wizards backing the guard. If they were not let in yet needed, this could be used as the framework for a wizard faction/ sect. A separate faction could serve many purposes, even potential conflicts with the guard here and there ala the SG/ gaurd scraps. Just gaining the position and reputation to work with the guards would provide many hours of play that ought to require very little DM time.

In with the Sharboneth retainers is fine, but a separate faction may be worthy of a look too!

9lives

What needs to be avoided though is simply falling back into the archetypes of Sanctuary's factions.