Musing and articles from Peter Amthor. Usually of a role playing game influence but I do drift into other directions occasionally. You can also find me on Mastodon at dice.camp/@peteramthor. Comments and constructive criticism welcome. Also this blog is best viewed on a desktop or wide screen tablet.
Saturday, August 10, 2013
GM Advice: COPS slack off the realism
A good chunk of actual real world police work is boring. Mind numbingly boring with very little excitement and lots of repetition. Directing traffic, standing in one spot telling people they can't come any closer to a crime scene for hours on end, paper work until your eyes bleed. This doesn't make for good entertaining game time. Now while I do urge folks to work some of the 'routine' assignments into the game from time to time I wouldn't make an entire game of it.
Bend the rules a bit on what an officer can and can't do. Let them do some of the investigative work instead of the detectives all the time. Instead of reporting everything and hoping their superiors take care of it let them follow up their own leads. Is this realistic? No. But is it fun or the players? Yes. Remember everybody having fun is the important part.
Give them the action filled chase scenes that almost never happen in the real world. The jumping over the car, gun drawn and bullets flying action. The damn near Parkour level of rooftop and alley way foot chases. When the excitement hits then make for sure that it's exciting. Because in the real world the 'exciting' part we see in the movies almost never happens.
Friday, August 9, 2013
Gaming Aid - Miranda Rights
These are the rights read to a suspect if they are to be interrogated or asked questions regarding a crime they are being charged with.
"You have the right to remain silent. If you give up that right, anything you say can and will be used against you in a court of law. You have the right to an attorney and to have an attorney present during questioning. If you cannot afford an attorney, one will be provided to you at no cost. During any questioning, you may decide at any time to exercise these rights, not answer any questions or make any statements."
But -- You can be arrested without being read your Miranda Rights The Miranda rights do not protect you from being arrested, only from incriminating yourself during questioning. All police need to legally arrest a person is "probable cause" -- an adequate reason based on facts and events to believe the person has committed a crime. Police are required to "Read him his (Miranda) rights," only before interrogating a suspect. While failure to do so may cause any subsequent statements to be thrown out of court, the arrest may still be legal and valid. Also without reading the Miranda rights, police are allowed to ask routine questions like name, address, date of birth, and Social Security number necessary to establishing a person's identity. Police can also administer alcohol and drug tests without warning, but persons being tested may refuse to answer questions during the tests. Source: Court TV Legal Survival Guide
Saturday, August 3, 2013
GM Advice - Setting the mood in a COPS game.
Setting the mood when gaming can be very important to some people. Anything that helps them 'fall into' the game while playing. So it's time to discuss some mood setters for a COPS game. Some of these are great to use every game while others not so much.
The muster room. Hill Street Blues always started off with this each episode. All the officers going on shift getting the run down on what's been going on and things they will have to deal with. I highly suggest starting off each game with this. You can then drop hints at upcoming storylines, update some of the ones which have gone stale and not to mention it gives you the ability to railroad a little bit without looking so much like railroading. Just remember be safe out there guys.
Also a nice collection of music helps as well. I used to start games with a different cop show theme song along as with playing one each time we took a break. There are plenty of others out there that fit the bill as well. Take a look around online for a few soundtracks or collected scores that are inspired by various shows like Dragnet.
Have a pot of coffee on for whoever wants some. Even for those who don't drink it the smell alone will fill the room. Go with the old police stereotype also and maybe put a box of Krispy Kremes out on the table as well. Only allow refills or seconds when the characters are at a location that would allow them to do so.
Many times I would run games where the characters were regular duty police officers. So they would be two to a car partnered up during the game. At the table I would make the players set beside each based on who they were partnered up with. The only way they were allowed to pass information to other pairs of players while on patrol was through the radio.
Whenever they grab the radio to pass along that information, get ahold of the dispatcher or call for backup they have to use the 10-codes. Don't expect them to memorize it, make a few copies and pass them around the table and don't rush them to hard. After a couple of games the commonly used codes will become second nature.
Props are pretty much limited by your budget. You can plastic badges and toy guns. Or you can purchase actual evidence kits online and fill them with all sorts of things. Examples of paperwork can also be found on the net with relative ease (just don't bury them in it as gaming is about having fun more than frustration), If you do get extravagant with the props be sure to take some pictures and send me a link!
Friday, August 2, 2013
Gaming Aid - Police 10 Codes
A 10 code is a number designation to an event or message that is commonly used by the police departments of the United States. This helps quicken message transmission and also makes it harder for someone to understand whats going while listening to police band. This gives the police an edge in the fact that most people will not know where the units are or what they are currently doing. The following is a list of the police 10 codes commonly used in the fictional Transea metropolitian area.
In addition to the use of 10 codes, most police forces have a designated second channel they switch to when they need to transmit personal information or have a more informal conversation. Most or the time the number designation of the channel is not the actual channel they are going to. Ex: the call sign to switch to the other channel my be 'Swith to channel 5' where as they actually switch to channel 7.
- 10-1 Unable to copy
- 10-2 Able to Copy
- 10-3 Affirmative
- 10-4 Message Received
- 10-5 Relay
- 10-6 Busy, Stand-by
- 10-7 Out of service
- 10-8 In service
- 10-9 Repeat
- 10-10 Minor detail, subject to call
- 10-11 Remain in service
- 10-12 Visitor present
- 10-13 Road/weather conditions
- 10-14 Correct time
- 10-15 Arrest made
- 10-16 Pick up
- 10-17 Urgent - Rush
- 10-18 Anything pending
- 10-19 Nothing pending
- 10-20 Location
- 10-21 Contact by public service
- 10-22 Report in person
- 10-23 On scene
- 10-24 Completed last assignment
- 10-25 disregard
- 10-26 Holding subject
- 10-27 Officer on duty
- 10-28 Registration/operators check
- 10-29 Stolen/wanted check
- 10-32 Armed subject
- 10-33 Emergency traffic
- 10-34 Trouble at station
- 10-35 Major crime alert
- 10-36 Confidental information
- 10-37 Traffic stop
- 10-38 Need immediate assistance
- 10-41 Beginning tour of duty
- 10-42 Ending tour of duty
- 10-47 Robbery in progress
- 10-48 Burglary in progress
- 10-50 Vehicle accident
- J1 Minor
- J2 Major
- J3 Road Blockage
- Fatality
- Enroute
- Enroute
- Enroute
- J1 Known criminal
- J2 Armed/violent
- J3 Known to assualt officer
- J1 misdemeanor
- J2 Felony
