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Topic: How to Handle Legal Dramas
Started by: John Kim
Started on: 7/11/2003
Board: RPG Theory


On 7/11/2003 at 8:32pm, John Kim wrote:
How to Handle Legal Dramas

The sharks-with-lasers thread is getting pretty excessive, so I've decided to split off a particular subtopic: The question is, how do you game a legal drama in a satisfying way? Bear in mind, different people may find different approaches satisfying.

In the prior thread, I said that I thought a more abstracted approach (like D&D combat, say) would not be very satisfying to me. This is because the legal arguments themselves often have moral and ethical content -- unlike, say, choice of sword swing.

Ron Edwards wrote: John and Marco, it seems to me that the principle of Fortune-in-the-middle addresses all these concerns, given a willingness for Fortune to be involved at all. You guys seem to be stuck in a kind of "the dice say it all" vs. "the dice are irrelevant" outlook, in this discussion. (Or maybe I'm not reading you guys right, I dunno.)

I'm not sure. Could you give some examples? As I understand Fortune-in-the-Middle, it would work like this: I roll for the success of my legal argument. I get a critical success. This means that I then have to narrate the brilliant argument that my PC swayed the jury with. The problem is, what if I the player can't come up with a brilliant argument to match the roll?

Now that I think about it, we've had several legal issues come up in my Vinland campaign. The Icelandic-descended Vinlanders retain their democratic legal tradition. Now, I'm using RuneQuest, so what I have done is allow Orate rolls to determine the eloquence of the point -- but eloquence is only one factor in the resolution. I also allow a Law-speaking roll to understand how this interacts with the rest of the law.

To take an example: At the last Althing, there was a vote over creating a position of Commander for the Commonwealth, to command a small force of 60 men offered by Hring Styrsson. The Vinlanders have never had an army before. Kjartan (a PC) decided to be the first to propose the new law. However, he rolled badly -- I think on his Lawspeaking. I was stuck for a little while. Eventually I decided that the law as he proposed it had a loophole, which made the position of Commander more powerful and/or independent than he intended. Based on this, I came up with how the various godi they knew reacted to his proposal.

I guess you could cite this as a successful use of abstract mechanics. However, I felt it was problematic. What happened was that we brought up the whole question of the scope of the commander's power. i.e. How free a hand did he have, vs how controlled by the council of godi? This is very important since the first Commander was going to be another PC, Skallagrim the Dark. I guess the roll made me think, and I came up with an issue. But I'd feel really put on the spot if I had to come up with this sort of thing frequently.

Ron Edwards wrote: However, the Hero Wars (now 'Quest) system offers a phenomenal opportunity for both to be involved, dynamically. We played many an Orlanthi legalistic wrangle or Orlanthi-Lunar status-wrangle using its Extended Contest system, which as far as I can tell, captures the best sides of both committed emotional role-playing and the "jumping bean" element of Fortune.

OK, could you give an example?

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On 7/11/2003 at 8:48pm, Marco wrote:
RE: How to Handle Legal Dramas

Yah. I second that. I would like to see an example. I suspect that even with FitM there'd need to be y'know, actual engaging, swaying, suprising, and dramatic arguments commin' out of somebody's mouth.

But really what we need is a thread to discuss Lawyers with SHARKS on their heads.

-Marco

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On 7/11/2003 at 9:24pm, Ron Edwards wrote:
RE: How to Handle Legal Dramas

Hi there,

Actually, John, what you're describing is Fortune-at-the-Start, which to my knowledge is pretty rare in role-playing - frankly because, as people are perceiving, it's boring.

The Middle bears close watching.

Njarl, Callacht, and Rhiannon are engaged in a dispute with a tribesfellow, Hrothulf, backed up with his cronies Helmgut and Grim. It's all about whether the two cronies are guilty of intimidating and threatening to assault a girl named Aething, or conversely, whether Njarl is guilty of overstepping his shamanic bounds in scaring the crap out of them. This is a serious clan/community matter and the elder/judge sorts are listening carefully; also, it's hardly a modern courtroom and all the issues are jumbled up together (i.e., there're no "charges").

The following example is stripped of all but the most relevant mechanics; I'm not going to go into "who goes first" stuff - it is covered in the rules, but isn't relevant.

Hrothulf goes first, using his Impress Guys ability; he's saying, "Hey, it's all in good fun, the girl's not hurt, no blood, no foul." He augments it with a roll of his Warrior Rep ability, getting +4 to his score of 10w. The two cronies act as followers with their respective abilities, at 17 apiece.

OK, Impress Guys at 14w is 34 Action Points, plus the points from the followers, for 34 + 34 = 68 Action Points. That's his starting pool. See how I've already stated what Hrothulf is up to? I've used out-of-character references ("no blood no foul") as well as in-game role-playing (not transcribed) at a general level. I have not stated anything about what's happened, but I have described what's going on. The difference is crucial.

Our heroes decide to act as a group with shared goal, and given Calliacht's filibustering abilities (total = 5w), some augmenting abilities, and Rhiannon's augmenting, she gets a good 35 Action Points. Njarl decides to keep his pool separate rather than adding to Calliacht, but he has a small pool, at 22 or something like that (Kolati shamans aren't real good at debate). Similar generalized "this is what we're up to" role-playing occurs (in fact, it was simultaneous with that described above). Looking at the size of the Action Point pools, we role-play some interactions that show that our heroes are a bit outmatched.

Hrothulf bids a solid 20 points to start - my cue for more role-playing, giving a good impression of the guy's demeanor and voice patterns. The players look non-plussed; that's a big bid. "Starting out strong," says one. I mention how it's the kind of opening that impresses the warrior-types in the listeners.

Calliacht goes with a reasoned defense, using her lawyer-ly abilities. Time to roll! Calliacht rolls against her ability, and fails (shit!); Hrothulf rolls and succeeds - at this point, it looks like our heroine is about to lose 20 whole points from her pool, right off the top! She looks glumly at her single Hero Point, which given the rolls numerical values, will still lose her points even if she spends it to bump her roll to a victory.

No problem, says Njarl's player, and exploits the rule that folks on the same side can just give one another Action Points. He does. Calliacht loses the exchange, loses the 20 points, but ends up with 2 extra because Njarl just gives them to her. In game terms, basically, Calliacht got hammered in the debate (in terms of good-old-boy vs. lawyer-widow's rhetoric), probably because all the warrior guys were slapping each other on the back while she was trying to talk, but Njarl's scary shaman presence dampens things so that the victory doesn't really help Hrothulf any. Njarl's player has great fun role-playing how nastily Njarl just looms there, or picks at his fetishes, or whatever.

Time for a new round. This time, Calliacht's side bids first ...

One point is that, exchange by exchange, loss or gain of points means nothing until it's all over. That loss of 20 Action Points looked bad at the time, only, and should Calliacht win (by driving Hrothulf to 0 Action Points or below), then it "wasn't as bad as it looked."

The other, main point is that the role-playing and the rolls are synthesized - we know what each character is up to prior to each roll, but we don't know how well it worked or even whether the words had a chance to leave the characters' mouths. This is established by role-playing the actions from their initiation after the roll. Again, prior to the roll, we know what's up, and after the roll, the sequence of in-game events is role-playing from the beginning.

Hence (to take it to physical combat for a moment) your spear-thrust fails to hurt the guy, not because you "missed," but because he grabbed the spear, yanked it, and kicked you in the crotch. You didn't "announce your spear attack," you just stated that that's what you were up to. He didn't "announce his kick," he just stated that he was getting inside. If you'd succeeded, he'd never have gotten there, again, established retroactively, after the rolls.

And then even after the roll, we still have Hero Points to spend and/or Action Points to shift around, which requires more (and much more specific) role-playing to understand. Here's where stuff like "But my buddy throws a rock!" or "The kick landed awkwardly" can totally reverse a perceived outcome.

Whoops, back to debating rather than spears and crotch-kicks. The general statements, pre-roll, concern the angle of an argument's attack, and whether it appeals to fairness or cronyism or what-have-you. The post-roll statements concern who got their points in most effectively and how, and in what order. Both out-of-character and in-character role-playing are scattered liberally in both steps, but tuned to the general vs. specific, "what's up" vs. "what happened" context for each step.

Well, let's see if that makes any sense. Questions, comments?

Best,
Ron

P.S. My account is actually a pretty butchered version of the Hero Wars rules, but the principles are intact.

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On 7/11/2003 at 11:20pm, John Kim wrote:
RE: How to Handle Legal Dramas

Ron Edwards wrote: Actually, John, what you're describing is Fortune-at-the-Start, which to my knowledge is pretty rare in role-playing - frankly because, as people are perceiving, it's boring.

Actually, my example was not at all boring in the game, at least to us. It was pretty interesting. My problem was that it was a lot of effort on my part to interpret the die rolls in a way that made sense, and that the system had very little to do with the results. That is, I don't think I could sustain what I did for a campaign.

My example was perhaps incomplete. (I have a session summary at my website, but it's probably tough to jump into the middle of.) Actually, as I read it I realize that there were two Whimsy Cards played on the results of the speech, which certainly complicated things.

The position of Commander had already been debated in the back rooms earlier in the Althing. We had played out a long conversation on the subject. At the point where I came in, Kjartan's intended action was just to be the one who formalized the law, creating the position as previously discussed. Based on the failure, I threw in the complication regarding the scope of the Commander's power. (i.e. As proposed, the Commander was more independent than expected, which was a mistake on Kjartan's part. However, this illuminated disagreements among the godi over how they felt on the issue.

Ron Edwards wrote: In game terms, basically, Calliacht got hammered in the debate (in terms of good-old-boy vs. lawyer-widow's rhetoric), probably because all the warrior guys were slapping each other on the back while she was trying to talk, but Njarl's scary shaman presence dampens things so that the victory doesn't really help Hrothulf any. Njarl's player has great fun role-playing how nastily Njarl just looms there, or picks at his fetishes, or whatever.

Time for a new round. This time, Calliacht's side bids first ...

One point is that, exchange by exchange, loss or gain of points means nothing until it's all over. That loss of 20 Action Points looked bad at the time, only, and should Calliacht win (by driving Hrothulf to 0 Action Points or below), then it "wasn't as bad as it looked."

Hmmm. I think I see what you are saying. However, from your description, this really isn't what I am looking for.

What I am interested in is the internal workings of the debate. For example, based on the characters involved, it might not be convincing to me that Njarl's looming would positively affect the case. Based on the mechanics, Njarl's player knows that he has to help out Calliacht's side. However, only I as GM know the personalities of those involved. He might decide to role-play an action -- such as looming -- which he guesses will help. However, the affect of that should (in my preference) depend on who he is looming at and what they are thinking.

I'm not sure what the difference here is. One thing is that in my example, a number of the godi were established NPCs over months of play. The PCs have been fairly continuously interacting with them. While I could have that other godi determined the result, but for narrative purposes I thought it was important that the godi whom they knew were representative of the council in general.

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On 7/12/2003 at 10:10am, Ian Charvill wrote:
RE: How to Handle Legal Dramas

John Kim wrote: What I am interested in is the internal workings of the debate. For example, based on the characters involved, it might not be convincing to me that Njarl's looming would positively affect the case. Based on the mechanics, Njarl's player knows that he has to help out Calliacht's side. However, only I as GM know the personalities of those involved. He might decide to role-play an action -- such as looming -- which he guesses will help. However, the affect of that should (in my preference) depend on who he is looming at and what they are thinking.


Ron might have a more precise answer to this - it's his example afterall - but in Hero Wars the character's personality can be represented by abilities, and those abilities can be used to affect the rolls and exchanges.

For example - if the character had "Not Afraid of that Dumb Shaman 17", that could be used to augment the roll based on said shaman being on the other side.

HTH

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On 7/12/2003 at 12:23pm, Marco wrote:
RE: How to Handle Legal Dramas

The sample is a good sell for the Hero Wars rules--but not what'd do me for a lawyer game.

It's a good way to handle a debate, no doubt.

I think it'd work for debates that I didn't have much of a stake in (i.e. a purely legalistic exercise). And the role-playing works for one guy looming and another guy posturing--which is fine (I do see John's point as well about an unintended consequence--but clearly the system doesn't really represent that, which is fine).

For the really interesting court dramas, though, what gets me involved is how *I* change sides from stage to stage--or how *I'm* impressed with the case as it evolves. The system won't do *that*--but I don't think any system'll do *that.* So that might be as good as its likely to get.

-Marco

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On 7/12/2003 at 5:32pm, John Kim wrote:
RE: How to Handle Legal Dramas

Marco wrote: The sample is a good sell for the Hero Wars rules--but not what'd do me for a lawyer game.
...
For the really interesting court dramas, though, what gets me involved is how *I* change sides from stage to stage--or how *I'm* impressed with the case as it evolves. The system won't do *that*--but I don't think any system'll do *that.* So that might be as good as its likely to get.

This is roughly my feeling as well. I'd take another example from my game: it wasn't a trial, but it was a legal issue.

Weregeld is legal reparation for having killed someone -- the equivalent of a civil suit for damages. As I have interpretted the Icelandic tradition, weregeld is supposed to be purely economic. That is, you pay the relatives based purely on the economic value of that person (i.e. a large amount for a poor person, and a huge amount for a rich person). In theory, it doesn't matter who started the fight -- though it may in practice influence the judges or arbiter.

Skallagrim (a PC) had recently had to pay weregeld for a warrior he killed in a fight started by a madman. This was a huge burden on him since he was just starting up his own household. In one scene, he visited his new godi, Vignir the Bald. In conversation, he complained that the principle seemed fundamentally broken. Vignir responded that he sympathized, but explained the reason.

Vignir: The problem is, everyone will always say that their side was in the right in a fight. Who started a fight is always a murky issue. If we judge by only who struck the first blow, then that rewards being insulting and abrasive. Thus, the traditional answer is that it is not government's role to judge who was right or wrong in a fight -- only who killed who. However, there are people who would say that the government should take a moral stance and involve itself in these fights.

This actually changed Skallagrim's mind -- and perhaps the player's. He hadn't thought about this as the government taking sides in clan fights, and when put that way he shied away from the idea. In general, this was a valuable insight into how the Vinlanders think about law and government, I felt. I can't see how it would retain that power if abstracted out in some way -- or if Skallagrim's reaction were determined by die rolls.

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On 7/12/2003 at 8:23pm, Ron Edwards wrote:
RE: How to Handle Legal Dramas

Hello,

Where you guys get the idea that the player's outlook isn't involved is beyond me.

At any point in the scene we role-played (or in other Extended Contests), a player might have decided to switch sides, because he or she found the other side's argument convincing personally. After all, Njarl might have pulled a turnaround by providing Hrothulf with the Action Points, not Calliacht, say at the bidding stage, or later if Hrothulf got an unlucky roll in the next exchange. The player has full control over this, subject to exactly the thematic or rhetorical concerns that you describe in the Vignir example.

Perhaps you're not seeing, or perhaps I wasn't clear about it, that the substantive content of the debate is established through play. That is provided through plain role-playing, just as in your example, John. What's different is that the role-playing is organized and "bounced" by the rules process. What the Action Points and dice do is (a) permit pacing and windows of announcement of that content at different levels of abstraction and (b) determine, in part, how effective they are on the conflict's resolution.

I must clarify, for those who aren't familiar with Hero Wars (and Sorcerer, and Alyria, and a few others), that dice do not carry the content. "My debate roll vs. your debate roll - who wins - OK, you do, so what did you say?" is not what I'm describing.

Hero Wars is rife with personality abilities - when Njarl's player contributes with a given ability, it has to be opposed by someone else's ability, which in this case was probably Hrothulf's arrogance. I didn't explain the actual rolls in my example, but I see now that it makes more sense when one understands that most rolls in this game are opposed by very, very specific things. Furthermore, even though everyone uses a single ability as the foundation for his or her Action Point pool, it is perfectly all right to switch the abilities used for the rolls from exchange to exchange - if one of the characters, for instance, had decided to buffet a member of the other side, the Extended Contest in progress is neither negated nor over-ridden.

I'm beginning to think, however, that I'm dealing with a degree of skepticism that isn't amenable to discussion. I've been through this a lot with explaining Sorcerer, so at this point, I'm willing to say, "Fine. Check out the game if you're interested," and not sweat about it.

Best,
Ron

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On 7/13/2003 at 12:14am, John Kim wrote:
RE: How to Handle Legal Dramas

Ron Edwards wrote: Where you guys get the idea that the player's outlook isn't involved is beyond me.

At any point in the scene we role-played (or in other Extended Contests), a player might have decided to switch sides, because he or she found the other side's argument convincing personally. After all, Njarl might have pulled a turnaround by providing Hrothulf with the Action Points, not Calliacht, say at the bidding stage, or later if Hrothulf got an unlucky roll in the next exchange. The player has full control over this, subject to exactly the thematic or rhetorical concerns that you describe in the Vignir example.

But the whole contest is purely a question of which side different characters fall on. Your example is of someone who is not a principle in the legal action changing sides. But suppose, for example, the judge or the prosecution change their mind because the argument was convincing. If all the characters decide based on how convincing they find the described argument, then what purpose do the die rolls serve?

Ron Edwards wrote: I must clarify, for those who aren't familiar with Hero Wars (and Sorcerer, and Alyria, and a few others), that dice do not carry the content. "My debate roll vs. your debate roll - who wins - OK, you do, so what did you say?" is not what I'm describing.
...
I'm beginning to think, however, that I'm dealing with a degree of skepticism that isn't amenable to discussion. I've been through this a lot with explaining Sorcerer, so at this point, I'm willing to say, "Fine. Check out the game if you're interested," and not sweat about it.

Ron, I have checked out both Hero Wars and Sorcerer. I own both of them and have read them carefully. I have played in a convention game of Hero Wars, and I seriously considered using it for my current campaign. (I have not played Sorcerer at all yet, but I also haven't commented on it.) In any case, the topic of the thread is not Hero Wars. It is about legal drama games. If you find the standard Hero Wars mechanics completely satisfactory for such a game, then great -- you have the problem solved.

However, as I said in the start of the thread, the same solution may not necessarily work for everyone. At some point, I would like to be able to say: No, I don't think that's what I am looking for in legal drama. Do people have any other ideas about how to handle it?

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On 7/13/2003 at 1:24am, Marco wrote:
RE: How to Handle Legal Dramas

Woah. Ron.

I don't dig your solution *totally* and that's a "degree of skepticism not amenable to discussion"? Yer usually better'n that.

John Kim hit it right on the head. If what you have your character say doesn't change my mind and we're still rolling we have a tactical exercise--but the actual content that engages me isn't there yet.

Edited to add: I think it's a great way to run a debate or court-room drama systemically. No question.

-Marco

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On 7/13/2003 at 11:28am, contracycle wrote:
RE: How to Handle Legal Dramas

Characters minds are changing through the debate - NPC's anyway. That is what is resolved by the outcome of the contest.

It is *possible* that a PC would bring a suit and then be persuaded against it - but in practical terms, almost nobody makes such a public challenge unless they are thoroughly committed to their position, for whatever reason.

Marco says:

John Kim hit it right on the head. If what you have your character say doesn't change my mind and we're still rolling we have a tactical exercise--but the actual content that engages me isn't there yet.


I sort of agree. As above, for a legal challenge or court case it is necessarily a public debate and it is the public opinion that is being manipulated by the rolls, not the players or characters thoughts on the matter.

It may be possible to establish mechanics which would determine that a PC was 'Persuaded' regarldess of the players thoughts on the matter, i.e. that could be sort of like a loss condition of losing the argument. In fact I can see a lot of use for such a thing, but the idea has foundered by most people legitimate objection to having their character behaviour mechanically controlled.

What I think would be a better initial approach is to attach the mechanics to real descriptions - so for example, if you were playing in a setting generated by Aria, you would know what sorts of goals and values the collective identity of the area is presumed to possess - frex, the Just Tyranty archetype is listed as possessing the Orientations: Tradition, Conviction and Prevention. This could be incorporated into a system which reinforced arguments mechanically depending on their topical content: i.e. an argument that is supportive of tradition gets a bonus while an argument for innovation gets a penalty. Or, an argument proposing a risk be taken is by default weaker than an argument that a risk should be avoided. In the above case of the social archetype, an argument that was agaionst risk, in accordance wityh tradition, and vehemently argued would carry the most bonusses.

Of course, much fun can be had figuring out how to phrase or present arguments in such a manner as they accord to the established social values. An argument caould be advanced that anothers claim may have appeared to be in accordance with tradition, but was in fact not due to reason XYZ. Where I think HW has value is that it has a remarkable facility to allow this transition from argument of principle or conviction to mechanical result.

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On 7/14/2003 at 12:12am, pete_darby wrote:
RE: How to Handle Legal Dramas

I think you also have to dettermine at the outset what sort of trial you want to run. Most TV trials are one of two types, that I'll call the Perry Mason and the Ally McBeal.

The Perry Mason trial is essentially a framework for a standard mystery: Mason is called to defend a palpably innocent defendant, and can only defend him by proving the guilt of the true perpertrator.

In this case, the game mechanics of the trial are, by and large irrelevant; the meat of the game is in the investigation.

In the Ally McBeal, the truth of the case tends to be a matter of interpretation, and while the judge may be in a position to make a ruling based on a case of law (which, once more, would be largely established in out of court scenes of research , interview and negotiation), the final decision in most TV episodes rests with a judgement by the jury.

Unless you have enough spare players to form a jury, I think you have to have a mechanical representation for the opinion of the jury.

And, for preference, I'd run it with Hero Wars / Quest. But I'd like to see a general article on it, with mechanics for various systems.

All this is, of course, merely from a wasted youth of TV, and has no basis in the legal realities of any known state, nation, etc etc.

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On 7/14/2003 at 8:56am, Ian Charvill wrote:
RE: How to Handle Legal Dramas

Marco wrote: John Kim hit it right on the head. If what you have your character say doesn't change my mind and we're still rolling we have a tactical exercise--but the actual content that engages me isn't there yet.


In which case, are you saying the only viable mechanics for such a system are drama mechanics? That for your character to be perusaded they have to be convinced (whether through author or actor stance) of the merits of the argument?

And by extension, for an npc to be convinced in a debate, the GM needs at some level to be convinced (again author or actor stance)?

That's perfectly fine, and the way these things work historically in large part, especialy w/r/t PCs. But I don't think there's any reliable way of systematising that, independent of literally creating a legal system with rules of procedure, etc., for use in game.

I'm gonna repeat my point (as someone who studied law for a while at uni) if you create a game system where people have to become experts in a legal system to play experts in a legal system, the take-up rate will be vanishingly small.

contracycle wrote: It may be possible to establish mechanics which would determine that a PC was 'Persuaded' regarldess of the players thoughts on the matter, i.e. that could be sort of like a loss condition of losing the argument. In fact I can see a lot of use for such a thing, but the idea has foundered by most people legitimate objection to having their character behaviour mechanically controlled.


I'm going to direct you to Robin Law's Dying Earth, which literally does that. Given that there are a fair number of people who do play and enjoy the game, I'm not sure you can argue that it's foundered particularly, though how mass market it may be...

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On 7/14/2003 at 9:41am, pete_darby wrote:
RE: How to Handle Legal Dramas

contracycle wrote: It is *possible* that a PC would bring a suit and then be persuaded against it - but in practical terms, almost nobody makes such a public challenge unless they are thoroughly committed to their position, for whatever reason.


Happened every other week on Ally McBeal, iirc...

...further evidence that the whole series was a surreal, paranoid fantasy, I guess.

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On 7/16/2003 at 6:02am, John Kim wrote:
RE: How to Handle Legal Dramas

Ian Charvill wrote: That's perfectly fine, and the way these things work historically in large part, especialy w/r/t PCs. But I don't think there's any reliable way of systematising that, independent of literally creating a legal system with rules of procedure, etc., for use in game.

I'm gonna repeat my point (as someone who studied law for a while at uni) if you create a game system where people have to become experts in a legal system to play experts in a legal system, the take-up rate will be vanishingly small.

I don't see why you need a complex legal system. Legal dramas don't tend to hinge on bits of minutiae -- and in fact some (like Matlock) pretty much toss out even a layman's understanding of legal procedure. The point is, you don't need a particularly in-depth understanding of law to appreciate the arguments being made. Thus, I think it should also not be required for a system.

As for not reliably systematizing, I'm not sure what you mean. Systems don't always need dice and numbers to resolve them, like Hero Wars does. For example, Apples to Apples is a card game which relies on subjective judgements. It is systematic in that it has a clear way of deciding the outcome -- the designated player chooses. While cards are played, the outcome is entirely a subjective decision.

The same could easily apply to a legal drama. i.e. Each player has a lawyer PC or two. For court cases, two players play the prosecution and the defense. Another player is the jury. Other players may play the judge, the defendent, or other characters -- or they might be abstracted out. The outcome of the case is chosen by the jury player.

Now, the take-up rate for this might still be vanishingly small, as you say. However, for this to be relevant you need to show that the take-up rate will be non-vanishingly small for a legal drama game that uses dice and numbers in deciding outcomes. Offhand, I don't think either of these types are likely to burn up the shelves in their popularity -- though I would be delighted to be proven wrong.

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On 7/16/2003 at 9:05am, Ian Charvill wrote:
RE: How to Handle Legal Dramas

In terms of the size of the audience, obviously a great number of people watch legal dramas of one type or another. Unless you want to argue that there's something specific about the fantasy/sci-fi/horror audiences that predisposes them to roleplaying that would suggest a possible audience for a legal rpg.

And really we need only to be talking about, say, a few thousand people to make it a viable project. So you can run made up numbers like 10 million non-roleplayers watch Ally McBeal, a few thousand is less than one tenth of one percent - it doesn't seem like an impossible audience to aim for.

For it to feel like a legal rpg it's going to have to involve the kind of colour that you see in a legal drama: so you're going to need people citing cases, cross examining witnesses, summing up, shoutin 'objection' and so on. And you need some kind of procedure for organising all of this.

The greater the degree of expertise required to run the process, the higher the barrier to entry to the game.

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On 7/16/2003 at 11:46am, pete_darby wrote:
RE: How to Handle Legal Dramas

If I'm going to get started seriously on writing this, and it sounds like I may be, I'd better set out some stated aims for a concrete project. Otherwise this is going to be another "all things to all players" discussion that nods and agrees "something must be done...."

So in the spirit of setting a social contract for further discussion...

Intended audience: at the moment, I'm aiming for the kind of gamers that would enjoy Inspectres, Dust Devils or Nicotine Girls, to kind of draw up the external boundaries of the target.

While not aiming at a mainstream audience, I'd like to end up with something that an intelligent TV viewer could grasp and play enjoyably without instruction from an experienced RPG player. That's not going to happen in the first iteration of the design, but if I don't have that in mind at the moment, it'll be 9 billion times harder to implement later. Yes, I came up with that figure scientifically.

That also means I'm not particularly worried about the size of the target audience yet: I'm pursuing this for personal satisfaction, as the reaction has polarised into "can't be done" or "should be easy, someone should do that..."

I've always wanted to be someone. If I can be someone who acheived the impossible, so much the better.

In the style of play, I'm still revolving around the traditional RPG set up of GM and regular group of players, possibly due to my mental inertia, but also because of my bias towards HW as a system.

Format for the game is, in my mind, presently a supplemental article with mechanics for Hero Wars. Mechanics for other systems to follow, possibly with expert input from experienced players of other systems (*cough* commercial D20 PDF *cough*). Again, developed with a view to developing a stand alone LawyerQuest game (this is not a serious suggestion for the name).

Back to the mechanical questions... I think John and Ian are both right (and wrong). Please bear in mind that what I'm talking about is developing a system for running legal dramas, including but not restricted to court room cases, as role playing games. That pre-supposes that I'm going to be creating some sort of mechanistic system to represent / simulate aspects of the court system, although the staging suggestions would, I hope, be valuable to anybody freeforming a courtroom drama.

I'm also going to have to have suggestions / instructions / systems for a simplified legal system within the game, but it will be as vastly simplified as the system presented in most legal dramas (although running things as tortuously as the first season of Murder One as an extended campaign certainly appeals to me).

John Kim wrote:

As for not reliably systematizing, I'm not sure what you mean. Systems don't always need dice and numbers to resolve them, like Hero Wars does. For example, Apples to Apples is a card game which relies on subjective judgements. It is systematic in that it has a clear way of deciding the outcome -- the designated player chooses. While cards are played, the outcome is entirely a subjective decision.

The same could easily apply to a legal drama. i.e. Each player has a lawyer PC or two. For court cases, two players play the prosecution and the defense. Another player is the jury. Other players may play the judge, the defendent, or other characters -- or they might be abstracted out. The outcome of the case is chosen by the jury player.


I think you can see from the above that we're talking about vastly different staging methods. I think your idea would work as a stand alone, more freeform game (Host Your Own Trial?), but even then, I baulk at the idea of a single player as jury. The idea of "12 good men and true" is to eliminate (or at least reduce) personal bias in favour of assessing the balance of a case. I'd rather mechanically abstract the jury than the judge, precisely because the whole point of the game / session is the judgement of the jury. I think that's too much responsibility for a single player.

There's definitely a card game in here too... how does "devils advocate" play?

And I've come up with a really terrible name for a prime time TV RPG system, but it's soooooo bad, I'm embarassed to admit it.

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On 7/16/2003 at 12:01pm, James Holloway wrote:
RE: How to Handle Legal Dramas

Ian Charvill wrote: In terms of the size of the audience, obviously a great number of people watch legal dramas of one type or another. Unless you want to argue that there's something specific about the fantasy/sci-fi/horror audiences that predisposes them to roleplaying that would suggest a possible audience for a legal rpg.


Well, no, but I think that the RPG audience as it exists is pretty heavily committed to science fiction, fantasy, and pulp in general. Neither here nor there, I suppose, but I doubt people would argue that that's the way it is.

I have to confess that I'm not seeing the problems inherent in staging a trial as an RPG contest, or at least not a dramatic trial. Let's look at Law & Order as an example. Every case on the show is either one where there's some kind of ambiguous moral point at issue (is a white supremacist leader whose teachings are clearly related to the hate crimes of his followers culpable in a crime one of them committed without his knowledge? Is a mother who killed her child during a religious ceremony guilty despite the fact that she was acting within her religious beliefs?) or where Jack McCoy has to struggle with the difference between the law and justice (this guy is guilty as sin, but a legal technicality has invalidated much of the evidence). Bear in mind that these cases aren't addressed in very much detail -- the trial and the debates between the lawyers behind the scenes seldom take up more than 20 minutes of screen time.

So then, how do we apply this format to a game? This is the way I'd do it, and represents my own control-freak play style.

The GM decides on a case, angling it in such a way that there's a moral question of some kind posed by it. He or she bears in mind the attitudes of the players and the characters, and tries to pitch the case such that it will create an interesting reaction among the lot of them. At the same time, the GM tries to figure out how the NPCs will react to the case -- I'm assuming here that Van Buren (the senior police officer) and Adam (the DA) are NPCs in this campaign, as well as nebulous things like "the Mayor" and "the press."

The case is presented to the PCs, either through a PC investigation like in the show or just sort of "on a platter." The PCs examine it, learn about it, and decide whether to prosecute or not. They don't have to agree, and this becomes a little mini-trial, with Adam as the judge. Bonus fun here because Adam's standards aren't like a real judge's or jury's.

DANGER POINT: it has to be (at least for me) possible for Adam to refuse to prosecute. I'd keep a backup case on hand.

Next, the PCs prepare for trial. They have to persuade people to testify and figure out what their argument is going to be. The GM also uses this time to introduce the defense attorney, giving the PCs an idea of his or her skills and personality.

Then we have the trial. The GM glosses over a lot of the testimony. I'd just say "yeah, the cafe owner testifies that he saw the defendant jump into the car and drive away. The defense tries to get him to admit that he didn't get a good look at the defendant, but he stands firm."

We play out the questioning and cross-examination of major witnesses in detail, as well as the opening and closing statements (although somewhat abbreviated). If I were the GM, I'd be making little notes as the trial went on, possibly in line with a chart I'd prepared ahead of time representing the jury's feelings. This might be different for each jury, and maybe some PC skill could even allow them to get a look at the chart ("I don't think this jury will stand for another surprise witness. It'll look too much like showboating."). Each time either side did something the jury liked or hated, I'd just make a little note on my (preferably legal) pad.

My personal taste would be to abstract purely legal shenanigans (both sides always have some horseshit argument, even when clearly in the wrong. No one ever says "you got me there! There is no chain of custody!") by having people roll on relevant skills or however you would normally handle such a thing. But I would make clear what effect these shenanigans have and force the players to work around them in making their cases.

Once that's all done, the GM plays out the judge's summing up, and then some method is used to determine who wins... possibly a point-tallying method based on the notable things each side's done, modified with a random element of some kind (because you're always a little in doubt in these shows).

Then some aftermath. Ta da!

This does mean that the players are going to have to have some rudimentary knowledge of the law, but in general Law & Order never hinges on really obscure technical issues. They are going to have to understand a little bit about sentencing policy for the all-important plea-bargain scenes, and a guide to the jargon would be good ("Man One. Five to ten." "Excuse me?"), but I don't see why this is going to be any harder to assimilate than the average fantasy game ("Which ones are the Aelwydrinni again?" "The ones with grey eyes." "I thought they all had grey eyes."). And, in the bargain, they get to learn something about the real world with which they can impress people at parties!

Now, I'd never ever be able to find people to play it with, but I just don't understand why "players have to have a bit of knowledge of the overall legal structure" is considered to be a bad thing. Players in many games are required to (or encouraged to) know huge amounts about the world. Surely a generic (or even made-up! As long as it's consistent...) legal process isn't going to be too hard. I'm sure there are any number of books or websites for beginners, and heck, the GM could even "rip from the headlines" like the show itself does to come up with trials. But it's much more important to get the PCs and NPCs talking the talk, going around saying "your witness, counselor," and "I don't see a compelling interest here" rather than knowing anything about the law.

The key is the preparation of the case by the GM, which is where my play-style bias (I'm a heavy prep GM, and I place a huge importance on verisimilitude expressed by background detail) comes through.

Does that make sense?

edit: I forgot a very important thing, which is that of course the TV show writers have a luxury the GM doesn't, which is that they can introduce stuff about the characters in order to make cases relevant to them. So we didn't know until it came up that Jack McCoy was an ex-sixties radical or that Briscoe's parents were Jewish but he was raised Catholic. Players could introduce that in order to create PC reactions to cases, but the GM can't count on it pitching the case.

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On 7/16/2003 at 12:07pm, pete_darby wrote:
RE: How to Handle Legal Dramas

James: Er, in a nutshell, well, yes. Dead on what I'm looking at, and god bless you for expressing it better than I have.

BTW, anybody know a web site for "law for writers?" I know they exist, but damned if I can find them ATM....

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On 7/16/2003 at 12:14pm, James Holloway wrote:
RE: How to Handle Legal Dramas

pete_darby wrote: James: Er, in a nutshell, well, yes. Dead on what I'm looking at, and god bless you for expressing it better than I have.


woohoo!

I've been trying to do something like this for a long time, although primarily with the idea of the PCs being beat cops rather than lawyers -- a similarly mundane game with a similar set of concerns about morality rather than the detail of the law.

I could do Third Watch, but not CSI.

I watch too much TV.

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On 7/16/2003 at 12:20pm, pete_darby wrote:
RE: How to Handle Legal Dramas

Oh yeah, systems and hints for hooking characters into the drama. Definitely looking into that.... Maybe even a DD style mechanism for forcing it, but certainly HW personality traits.

Look at the L&O example form the other end of the telescope... assume that the show bible has established that Jack was a radical, but there hasn't been a case that highlights that. The show runner requests a script that brings that in, rather than his radicalism being added into a pre-existing script to "punch up his involvement."

Building story hooks at PC creation allows players to use PC passions to enhance their perfomance (but that also allows the opposition to use his passions to enhance their dirty underhanded tactics, and may lead to emotional outbursts in court, censure from the judge... or crunchy gaming goodness, as we call it round these parts).

Thinks... modelling parts of the show development process in the game itself... could be fun. hold that thought for later development.

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On 7/16/2003 at 12:23pm, pete_darby wrote:
RE: How to Handle Legal Dramas

James Holloway wrote:

I watch too much TV.


Ah, but now it's research!

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On 7/16/2003 at 2:22pm, contracycle wrote:
RE: How to Handle Legal Dramas


Now, I'd never ever be able to find people to play it with, but I just don't understand why "players have to have a bit of knowledge of the overall legal structure" is considered to be a bad thing. Players in many games are required to (or encouraged to) know huge amounts about the world. Surely a generic (or even made-up! As long as it's consistent...) legal process isn't going to be too hard.


Judge Dredd had a cool rap sheet that each player was expected to keep handy, mostly so they could arrest random citizens and cite a suitably spurious law.

I wonder if we have been using "requires players to become experts" in two different ways: 1, that the game is didactic, 2, that the players have prior knowledge. I support option 1, not 2. I think the printed material should equip the players with suitable knowledge jargon to employ; IMO, jargon = colour.

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On 7/16/2003 at 3:07pm, pete_darby wrote:
RE: How to Handle Legal Dramas

If it's written right, the expertise level is kind of self selecting: if the game is pitched at those interested in TV legal drama, then that's the level of expertise in the law (and, more importantly, the tropes of legal drama) that the game should need to work.

If you know enough to enjoy Ally McBeal, that should be enough to grok the game, from a legal knowledge aspect. Grokking RP as a whole may be a different thing.. or may not. I'd have to run it.

edit: the rap sheet: I'm thinking of a bullet list of Things You Can Do In Court, Things You'll Get A Warning (or Objection) For and Grounds For Contempt of Court, backed up by a section in the game about court procedure.

2nd edit: So, once again, it's a bit of both. I'm assuming that anyone interested in the game will have some awareness of the process of law, but give plenty of hard information, staging tips, and "this isn't law, but it plays law on TV" stuff.

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On 7/16/2003 at 5:26pm, John Kim wrote:
RE: How to Handle Legal Dramas

James Holloway wrote: We play out the questioning and cross-examination of major witnesses in detail, as well as the opening and closing statements (although somewhat abbreviated). If I were the GM, I'd be making little notes as the trial went on, possibly in line with a chart I'd prepared ahead of time representing the jury's feelings. This might be different for each jury, and maybe some PC skill could even allow them to get a look at the chart ("I don't think this jury will stand for another surprise witness. It'll look too much like showboating."). Each time either side did something the jury liked or hated, I'd just make a little note on my (preferably legal) pad.
...
Once that's all done, the GM plays out the judge's summing up, and then some method is used to determine who wins... possibly a point-tallying method based on the notable things each side's done, modified with a random element of some kind (because you're always a little in doubt in these shows).

This actually sounds fairly compatible with what I would enjoy. As I understand you, the point totals are based on the GM's subjective judgements of when the PCs did things that the jury liked/hated. The important thing to me is that the system be founded on human judgement of how convincing the arguments are. This appears to do that. However, I have some comments.

A central question is: how important is the random element at the end? Previously, I had suggested that there being no randomness. However, I don't think I would mind randomness being a small-modifier which decides ties or very close outcomes. On the other hand, it isn't necessary for doubt -- at least to the players. To everyone except the person who controls the jury, the outcome remains in doubt.

Also, as you yourself say, this is pretty GM control-freakish. As you describe it, the GM controls the judge, jury, defendant, defense attorney, and even the senior police officer and DA. These are roles which I would tend to distribute among the players.

pete_darby wrote: I think John and Ian are both right (and wrong). Please bear in mind that what I'm talking about is developing a system for running legal dramas, including but not restricted to court room cases, as role playing games.
...[Re: my suggestions]...
I think your idea would work as a stand alone, more freeform game (Host Your Own Trial?), but even then, I balk at the idea of a single player as jury. The idea of "12 good men and true" is to eliminate (or at least reduce) personal bias in favour of assessing the balance of a case. I'd rather mechanically abstract the jury than the judge, precisely because the whole point of the game / session is the judgement of the jury. I think that's too much responsibility for a single player.

As for it being "standalone", I don't see a problem with having a different system for investigations and personal life -- while still using a more subjective trial system like the one I described. In principle, you might have a more traditional setup during the investigation with a GM responding to players. But you have a different set of rules for handling trials.

As for the jury -- well, obviously I disagree. On the one hand, I can see your point about personal bias. i.e. The prosecutor's player Alice might be encouraged to use her real-world knowledge of the jury's player Bob, to pitch the arguments in a convincing way. Thus, one player as the jury doesn't perfectly represent the principle. However, while I see that as a potential pitfall, to me abstracting the jury into a set of numbers and die rolls does far, far more damage to the principle.

One option might be to make all of the players the jury. That is, no one plays the jury during the trial. But then at the end of the trial, everyone switches and plays a jury member. They debate the merits of the case, perhaps for some fixed time, and then vote for what the outcome should be. This is similar to, say, the "bests" voting system in "Shadows in the Fog". The prosecution player could vote for his own side, but he might also be convinced otherwise. To minimize bias, you could have the players evenly split during the trial between prosecution characters and defense characters.

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On 7/16/2003 at 6:15pm, James Holloway wrote:
RE: How to Handle Legal Dramas

John Kim said:
Also, as you yourself say, this is pretty GM control-freakish. As you describe it, the GM controls the judge, jury, defendant, defense attorney, and even the senior police officer and DA. These are roles which I would tend to distribute among the players.


Yeah, this is an effect of my having chosen Law and Order. Van Buren and Adam aren't big enough characters to be made PCs, and they're both authority figures the PCs (Briscoe, Curtis, McCoy and whatsername -- the one with the nose) have to persuade. Adam never appears in court either, so he wouldn't be very interesting to play. Likewise, the defendant and the defense attorney are different every week and therefore can't be PCs (In a traditional campaign format anyway).

Of course, you could always assign the defense to any players whose characters aren't in court this week.

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On 7/16/2003 at 7:28pm, gobi wrote:
RE: How to Handle Legal Dramas

This talk of legal dramas, medical dramas (in the mundanity thread), and now police dramas has got my scheming brainmeats percolating an idea: a compilation rpg book, or maybe a series of rpg book. "True Tales of Human Drama" or something like that.

I might give these concepts a shot as well, I've already got titles for them if I do go give it a go: "Stat!" "Objection!" and "Freeze!" (Medical, legal, police games respectively.)

The nice part of having the three games sharing elements would be crossover possibilities similar to Law & Order. An investigation and subsequent arrest of a suspect can happen in one game and later on, the case and accompanying details can be hashed out in another game, perhaps with a completely different group. I don't know how the medical game would work into the crossovers exactly, but I'm sure there's a way.

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On 7/16/2003 at 7:37pm, WDFlores wrote:
RE: How to Handle Legal Dramas

gobi wrote: "Stat!" "Objection!" and "Freeze!" (Medical, legal, police games respectively.)...

The nice part of having the three games sharing elements would be crossover possibilities similar to Law & Order. An investigation and subsequent arrest of a suspect can happen in one game and later on, the case and accompanying details can be hashed out in another game, perhaps with a completely different group.


Neat titles, Daniel. How about something like that TV series called "Boomtown"?

- W.

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On 7/16/2003 at 8:11pm, gobi wrote:
RE: How to Handle Legal Dramas

Can't say I've ever seen that show, I take it that it had elements of medical, legal and police dramas?

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On 7/16/2003 at 8:29pm, WDFlores wrote:
RE: How to Handle Legal Dramas

The show is described as a dramatic jigsaw puzzle, looking at events in Los Angeles (aka Boomtown) from a variety of perspectives – including detectives, police officers, politicians, paramedics, reporters and ordinary citizens – until the whole picture is clear.

(snipped it from here)


Not that much medical stuff ala ER, but it does typically include paramedics. I've only seen it a few times myself. I was led by your last post to suggest that perhaps the way the Boomtown episodes are structured might be a good model for a police/law/medicine "cross overs" game. Might be interesting ground to look for ideas.

- W.

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On 7/16/2003 at 9:20pm, John Kim wrote:
RE: How to Handle Legal Dramas

James Holloway wrote: Van Buren and Adam aren't big enough characters to be made PCs, and they're both authority figures the PCs (Briscoe, Curtis, McCoy and whatsername -- the one with the nose) have to persuade. Adam never appears in court either, so he wouldn't be very interesting to play. Likewise, the defendant and the defense attorney are different every week and therefore can't be PCs (In a traditional campaign format anyway).

Well, OK. I guess the question is: what is the reason behind sticking with tradition, other than because it is tradition? What do you see as the contrast between your approach and the more divided-role approach?

From my point-of-view, it seems like a huge burden on a single participant to handle all those major roles (judge, jury, DA, police captain, defendant, and defense attorney). So my thought would be that it would be more playable if this were spread over several people. What is your take on the contrast?

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On 7/17/2003 at 3:11am, M. J. Young wrote:
RE: How to Handle Legal Dramas

pete_darby wrote: If I'm going to get started seriously on writing this, and it sounds like I may be, I'd better set out some stated aims for a concrete project. Otherwise this is going to be another "all things to all players" discussion that nods and agrees "something must be done...."

Actually, I've already written something, and I think it answers a lot of the problems afloat on this thread. I just haven't gotten it published yet, but since it's intended as an article for Internet publication, it's just a matter of deciding to which site I should submit it. I am currently thinking RPGnet, and have a few tweaks in it that suggest this, but am still considering.

I mention it because I've got it posted on an unpublished URL on my site so that a couple people can comment. (Bruce Baugh has promised to take a look, as he was the one on the other thread here who encouraged me to make the attempt). If anyone would like to preview it and give me feedback, particularly on whether it would work, contact me by PM or at MJYoung@mjyoung.net (my current registered e-mail account is suffering from some temporary domain problems) and I'll send you the URL so you can read it and let me know your thoughts before I send it.

I should specify that this is not a game I've written; it's an article which in essence provides a core summary of everything you need to know to fake being a lawyer or judge well enough to create the kind of dramatic arguments we see in dramas which have real and viable legal content. How the resolution mechanics would work is not considered.

A note on what John wrote: One option might be to make all of the players the jury. That is, no one plays the jury during the trial. But then at the end of the trial, everyone switches and plays a jury member. They debate the merits of the case, perhaps for some fixed time, and then vote for what the outcome should be. This is similar to, say, the "bests" voting system in "Shadows in the Fog". The prosecution player could vote for his own side, but he might also be convinced otherwise. To minimize bias, you could have the players evenly split during the trial between prosecution characters and defense characters.
For what it's worth, most Common Law jurisdictions (the ones with which English-speaking peoples are familiar, modeled on the British system, with oral testimony before juries) require unanimous agreement by jurors for any verdict. Either they all agree that the defendant is guilty, or they all agree that he is not guilty, or we have a hung jury. That's one reason why they often deliberate so long. It is also generally believed that if the jury is back quick in a criminal case, they probably returned a not guilty verdict, because enough of them were unpersuaded by the case that the others had to admit the case unpersuasive. There have been efforts to study the psychology of the jury process, but courts have rather consistently forbidden any taping or observation of real case jury process, as it is thought this might prejudice the results.

Someone observed that in Law & Order the prosecution is always the same but the defense attorneys change. I'll note the counter example that in L. A. Law the defense attorneys are always the same and the prosecution is different. Perhaps the quintessential courtroom drama is still Raymond Burr's portrayal of Earle Stanley Gardner's character Perry Mason; and it is arguable that Matlock was modeled on this format. In both of these, the defense attorney, being the character whose cases we follow, was always the same, and the prosecutor, being the head prosecutor for the district in charge of all capital crimes, was always the same (at least until someone else took over the job). There was a recurring stable of judges in these shows as well. There is no reason why players can't have regular roles in this regard, or even why they can't have multiple characters for the same or different roles in the case.

--M. J. Young

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On 7/17/2003 at 8:41am, James Holloway wrote:
RE: How to Handle Legal Dramas

John Kim wrote:
James Holloway wrote: Van Buren and Adam aren't big enough characters to be made PCs, and they're both authority figures the PCs (Briscoe, Curtis, McCoy and whatsername -- the one with the nose) have to persuade. Adam never appears in court either, so he wouldn't be very interesting to play. Likewise, the defendant and the defense attorney are different every week and therefore can't be PCs (In a traditional campaign format anyway).

Well, OK. I guess the question is: what is the reason behind sticking with tradition, other than because it is tradition? What do you see as the contrast between your approach and the more divided-role approach?

From my point-of-view, it seems like a huge burden on a single participant to handle all those major roles (judge, jury, DA, police captain, defendant, and defense attorney). So my thought would be that it would be more playable if this were spread over several people. What is your take on the contrast?


I'm not "sticking with tradition." I'm just using it as an example. It's the only legal drama I watch. I figured people would be familiar with the show and characters, so I could use it as an example. My bad, apparently.

The only reason I can't see spreading out those roles is that my players would never stand for not getting to play their "own" characters -- or at least most of them wouldn't. You won't have the same judge each session, or the same jury, or the same defender or defendant, and my players would, for the most part, not be interested in playing non-recurring characters. If you shift it to a smaller venue (or do something like Night Court -- hey, that could be fun!) you could have the same judge and defense every time, but I think that would start to get implausible (how come all these weighty moral issues keep coming up in Arcata?).

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On 7/17/2003 at 11:33am, pete_darby wrote:
RE: How to Handle Legal Dramas

I think my differences with John are that I want a more directorial or writer stance during court scenes, whereas John wants more of an actor stance.

I'm sticking with traditional RPG roles (and more involved numerical mechanics) mainly because it fits the source material of following a team of lawyers better. Spreading the roles would necessitate a completely different set of rules, and under something like Universalis it would, I expect, run like a dream. So, if I'm going to produce a product supporting this as a genre, I'd ideally want to put in 1) a standalone system , 2) conversions for other systems (mostly conventional RPG mechanics) and 3) Staging tips for Law Stories as a whole, supporting law stories with any system, including Universalis, Godlike, etc.

So I'm looking at supporting the traditional RPG "party plus GM" model because the material produced would be more useful for immediate use, model the source better, provide more crunchy systems for those that like it and still have all the material for people running less traditional games.

It's not just mental inertia!

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On 7/17/2003 at 4:58pm, ScottM wrote:
RE: How to Handle Legal Dramas

pete_darby wrote: I'm sticking with traditional RPG roles (and more involved numerical mechanics) mainly because it fits the source material of following a team of lawyers better. Spreading the roles would necessitate a completely different set of rules, and under something like Universalis it would, I expect, run like a dream.
...
So I'm looking at supporting the traditional RPG "party plus GM" model because the material produced would be more useful for immediate use, model the source better, provide more crunchy systems for those that like it and still have all the material for people running less traditional games.


Here's my niggling question- what do you do with the extra players? Is this something that will only work with extremely small groups (2, maybe 3 players?). I suspect that we don't want a pack of six lawyers on every case. Are you thinking multiple parallel trails?

I know the question is from left field, but since we're talking about pitching it like a standard "party plus GM", what good are the extra people? In class systems, "one of each" is a good idea, cause they all contribute something necessary. But if everyone's a lawyer, what role do the extra players take?

Scott

[On Multiple Parallel trials- I think this would be rough on the GM/Jury; extensive & good notes would be necessary to keep the case points distinct for the jury phase. A fillable sheet seems necessary.]

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On 7/17/2003 at 5:34pm, contracycle wrote:
RE: How to Handle Legal Dramas

Hmm, how about the one set of characters who do necessarily vary - the plaintifs and defendants - get rotate through the players. So if your default setup had 6 players in a defence council, one would play the actual defendant with a set of any 5 lawyers from the firm. Not having a fixed set would lend genre verisimilitude I think.

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On 7/18/2003 at 8:27am, pete_darby wrote:
RE: How to Handle Legal Dramas

ScottM wrote: Here's my niggling question- what do you do with the extra players? Is this something that will only work with extremely small groups (2, maybe 3 players?). I suspect that we don't want a pack of six lawyers on every case. Are you thinking multiple parallel trails?

I know the question is from left field, but since we're talking about pitching it like a standard "party plus GM", what good are the extra people? In class systems, "one of each" is a good idea, cause they all contribute something necessary. But if everyone's a lawyer, what role do the extra players take?

Scott

[On Multiple Parallel trials- I think this would be rough on the GM/Jury; extensive & good notes would be necessary to keep the case points distinct for the jury phase. A fillable sheet seems necessary.]


Of course, good question: splitting the party... In a conventional RPG, with players I'd trust, I'd parcel out Roles for the witnesses, Judge, opposition lawyers, etc to players whose characters weren't in session. Of course, you can also run it in the tradition of Movie Law, where the plucky junior member of the law team is heroically persuading the vital witness, researching precedent, get shot at by the real killer, etc. while the trial is progressing...

Trial control sheets... damn good idea. For real life courts as well ;-)

Perhaps a move slightly away from the traditional party to more AM style troupe play... Everyone creates a lawyer with a speciality, and a number of supporting staff (in terms of the game, the senior partner who never actually goes to court any more is as much a supporting character as the bitchy receptionist and retained PI...)

But, as you say, that's for large groups. The larger the gorup, the more of a tendency towards freeform play, as you no longer need to abstract the reaction of humans in mechanics or GM fiat.

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