Comments very welcome. Character sheet and playtest still to come. There’s a slightly more formatted version on Google Docs here if you prefer to read that instead: http://docs.google.com/Doc?docid=0AQfgQ6uOazIcZGN3M3Jtc184Nzhyejc4eGRt&hl=en
Down in the Hole
A Mouse Guard hack for slow burn police-style investigative roleplaying
“Will you let the system make choices for you, or will you make your own choices?”
Chris Kubasik
Preface
These considerations are very much inspired by the superb TV series The Wire. But it’s only inspiration, I’m not interested in replaying the wire or simulating a Wire storyline or season when playing this game. I’m selective and have chosen to focus on the police as the protagonists and thus the player characters. But that’s just me and I’m sure there are many other ways of drawing inspiration from The Wire into your story gaming.
One of the main things about The Wire is that a case investigation lasts a whole season, where the detectives gather evidence bit by bit over a long period of time. The Burning (whatever) system of eating away at a disposition suits this incredibly well, so I guess Burning Empires would be just as good a fit for this, but MG is more refined, more honed, simply: better. What I would like to nick from BE is the phase disposition - in this game that will tell us how well, and if, the case has been solved.
You will need a copy of the Mouse Guard Roleplaying Game to use this hack.
The case
The case is the investigation that overarches the whole thing and lasts for many sessions, and I’m using that in a similar way as the seasons work in MG. Every time the GM uses a twist based on the case, you move one step forward in the big picture, and when you reach the end the case is closed, whether it’s solved or not. Sometimes the bad guys get away, and that’s fine. In this, the police only version, you have to start from the beginning, of course, whereas in MG you can start in any season. The player group may determine from the outset how many sessions they want the case to last, as each session should probably contain a case twist. Remember that a “twist” in MG terms is when a player character fails to overcome an obstacle and the GM chooses to twist the outcome of the situation, briefly controlling the player character.
That leaves the winter season, which in this version will be used to reflect and promote/demote characters and generally round things off. Then we have Beginning, Middle and End as the “seasons” in the police game. The middle would then be extra long and hard, and it goes like this: (thanks to Eric for suggestions)
Beginning: The Case (3) - two case twists
Middle: The Wire (5) - four case twists
End: The Score - (4) - two case twists
Wrap-up: (practice, promotions, reflection)
Every game session will be a GM mission turn with obstacles in your face, and a player turn, just like normal MG. After each full session with a case twist, each side gets to try and eat away at the “case disposition” - the players for the police side and the GM for those under investigation. The GM rolls as many dice as the difficulty of the phase, ie. 3 for beginning, 5 for middle and 4 for end, plus help from NPCs featured in the episode. The NPC doesn’t have to be a criminal, it sould be a judge, a journalist or even a superiour officer.
The police side rolls for the most eminent player character for that session - appropriate skill in relation to what happened, plus help, wises, but no fate etc. The difference in successes is deducted form the loser’s disposition. When the case reaches 0 it’s solved by the police side, probably with a compromise of sorts. This may happen ahead of time or the case might not be solved when the last session runs out. Both is fine. If the police side reaches 0 before time, it signifies a major setback in the investigation - maybe an undercover agent is blown, a wiretap is blown, the case is closed, whatever. The case is not entirely back to square one, but solving it now is. I’m still not sure what happens to the dispositions if this happens, it needs to be tested.
Starting dispositions for both sides: number of case twists needed to end + number of player characters.
(Note: this whole disposition system may be an unnecessary complication)
Mission problems: case, location, authorities, people. Each mission contains at least two of these in any combination, and at least one should be directly related to the case.
• Premise – Player characters fight crime as police officers working on a case, often in an cross-force ad hoc unit set up to solve that particular case.
• Missions – Work a crime scene, shadow a suspect, get that court order, set up a wire, photograph the boss man, arrest a suspect, testify in a court case, find the dope/weapon/evidence.
• Conflicts – Argument, Speech, Negotiation, Interrogation, Fight, Raid, Chase, Crime Scene, Other
• Weapons – Tech: computer, gps, microphone, camera etc. Pistol, shotgun, grenade. Court order, subpoena, evidence, promise.
• Overarching Conflict – The case.
• Territories – The setting is a city of your choice, or perhaps a locale in the countryside. Baltimore, Oxford, Ystad, Edinburgh, Skåne.
• NPCs – All walks of life, from street dealers and junkies, to suburban housewives, dock workers, union reps, lawyers and loan sharks. Even…teachers.
Abilities and Skills
Name (and nick), Age, Mentor, Style (clothes, hair, tattoos), Rank, Friend, Enemy.
Nature (Human). Everyone in this game is human.
Human nature can be used for hiding, running, cheating and empathising.
Conditions: Healthy, Hungover, Tired, Injured, Ill.
Resources
Resources represent resourcefulness - getting what you want from the system, institutions, even your paycheck and pension. Computers or gps locators for your unit? Extra manpower? Resources can also be used to buy stuff. +1D when using Resources within your own (normal) department. Resources include bribes, services and even loans.
Resource factors, cumulative:
Common 1, uncommon 2, rare 3
Cheap 1, well made 2, state-of-the-art 3
More than one 1, several 2, a lot 3
Illegal 2 (includes items needing a licence, and you don’t have it)
All gear may grant a +1D against obstacles in tests - special rules for conflicts.
Circles
Who do you know and how well connected are you? Need a snitch? An inside man in the mayor’s office? Someone with local knowledge? Use Circles.
+1D when using Circles within your own department.
Circles factors:
Same rank 1, lower rank 2, higher rank 3 (for police only, nothing else applies for finding people within the force)
Street criminal 1, lieutenant 2, boss man 3
Neutral 1, willing to help 2, on your side 3
Common profession 1, specialised profession 2, rare profession 3
General knowledge of certain subject 1, Specific knowledge of certain subject 2
Traits
Jaded, Fearless, Fearful, Merciful, Aggressive, Methodical, Impulsive, Compassionate, Hot-headed, Simple, Ambitious, Arrogant, Cold, Cocky, Brave, Generous, Suspicious, Diplomatic, Crazy, Obsessive, Sense of duty, Naive, Uptight, Violent, Thoughtful, Organised, Paranoid, Calm, Righteous, Well dressed, Cool under fire, Leader, Skeptic, Bold, Driven, Patient, Tenacious, Sociable, Extrovert.
Skills
Administration
Bureaucracy
Business
Communication
Deception
Detection
Economics
Electronics
Firearms
Forensics
Forgery
Information Technology
Interrogation
Intimidation
Investigation
Law
Leadership
Mechanics
Persuasion
Psychology
Report-writing
Research
Security
Tactics
Technology
Unarmed combat
Vehicles
Basics for skill tests. Unsure about difficulty, chose Ob 3. Just do it. Otherwise follow the guidelines below.
Ob 1: Situations easily overcome by a police officer.
Ob 2: Normal police work, usually done by a single officer.
Ob 3: Challenging stuff where help might be needed.
Ob 4: Tough stuff, teamwork most likely essential.
Ob 5: Very difficult.
Ob 6: You’re kidding, right?
Wises
Streetwise
Drugs-wise
Gang-wise
City-wise
Anything else you can come up with-wise.
(Part two follows)