Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
police and legal systems.
Mass Combat in the City (David L. Pulver) extends the Mass
Combat system by adding urban combatants - American-style militarised
police units are here, and so are rioting mobs, bike gangs,
implausibly cinematic terrorists, and so on. (It's a small shame not
to have technicals, trucks armed with improvised weapon mounts,
included too.) Pulver, who usually knows his stuff, unfortunately
includes the nonsensical term "semi-automatic assault weapons" in one
of his descriptions. This is a set of units for a city at war, not for
anything I'd normally recognise as police work; rather than an
extension to a police campaign, I see this as something to use when
practically any urban campaign has gone really horribly wrong.
Above the Law (Christopher R. Rice) tries to join superheroic powers
to an actual functioning legal system. I regard this as bold but
essentially pointless (the source material doesn't generally
represent a functioning legal system, which is why you can have
superheroes in the first place), but it's a workmanlike job, with
accrued Misconduct Points gradually making the reactions of law
enforcers more negative until arrest is inevitable. The main body of
the article gives guidelines for rating powers in terms of GURPS
Legality Class, based on how much damage they do (most obviously) but
also touching on concealment, transmutation, extreme defences,
shape-shifting, and so on. Designer's notes
here.
Sultans, Shurta, and the Courts (Jon Black) is the sort of article
I'd usually expect Matt Riggsby to write, an introduction to the legal
systems of the classical Islamic world (632 to 1800 or so). There are
three separate approaches here: the religious sharia, the low-level
secular shurta, and the high-level secular maẓālim, with details
on jurisdictions, how proceedings are initiated, what evidence is
acceptable, and how a verdict is determined. There are notes on the
philosophical underpinnings of sharia to enable the player to get a
handle on the sort of decision it reaches without spending years
becoming an expert in it, and on the types of judge and official to be
found in each system. The article concludes with several adventure
seeds. I may well use this as the ancestral basis for the laws of a
much-secularised but nominally-Islamic state in one of my current
games.
Eidetic Memory: Marine Protector and Dolphin (David L. Pulver) gives
descriptions and statistics for a US Coast Guard patrol boat (crew of
ten) and helicopter. No illustrations, which is a shame; let's fix
that by linking
here
and here.
This is obviously very specific to the USCG, which by some measures is
among the world's larger navies, but the mission descriptions and
adventure seeds may be useful elsewhere.
Mega-Max! (J. Edward Tremlett) describes American-style prisons for
supervillains. The company running the prisons is clearly dodgy in the
extreme, and treatment or rehabilitation are of course not even
considered as possibilities; I suppose it makes for good adventures,
but it's all a bit grim for my taste.
Judicium Dei (Nathan M.M. Meluvor) examines trial in the sight of
God, by combat or by ordeal, and how they can be implemented in game
mechanics both in mundane terms and in the case that there actually
is regular divine intervention in the setting. This is on my
rereading list for next time I run a fantasy game.
Random Thought Table: When the Bad Guy Threatens to Wiggle off the
Hook (Steven Marsh) looks at how to deal with the scenario in which a
foe, already caught, does something clever at trial and threatens to
get away with it. The key point is to make the positive outcome
genuinely positive, getting the villain punished and achieving
something else, rather than just setting things back to where they
were when the heroes win options include a more complex scheme,
involving other people, behind the one that's already been found out,
or legal problems caused to the heroes that make them have to
re-evaluate the way they work.
There's little of direct and immediate use to me here (and I'm
generally not a superhero gamer), but several articles that I'll refer
back to when relevant situations seem likely to arise. This is one of
the reasons why I like GURPS: it has room for talk about things like
legal systems, rather than just saying "you shoot the bad guys".
Pyramid 94 is available from
Warehouse 23.
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