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How often do you enforce laws in your games?
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<blockquote data-quote="Tantavalist" data-source="post: 8240542" data-attributes="member: 7030056"><p>I enforce laws on my PC when it makes sense to do so. Generally this means when the PCs get caught doing something they shouldn't have done. </p><p></p><p>Now, most PCs get up to the sort of things in-game that would lead to Law Enforcement Officers recognising them on sight. Often an adventure will pretty much require these actions. Some sort of compromise is needed.</p><p></p><p>How I do things is- I won't have hyper-competent law enforcement suddenly tracking down the PCs because they did something that offended me, the GM, out of character and I'm looking to punish them. I'll let crimes slide as long as there's an In Character reason to let them slide. I also make it clear that I will never provide them with such a reason- the burden of doing so is on their shoulders.</p><p></p><p>For example- if I describe a busy market scene... A PC walks up to a merchant, punches him in the face, grabs some of his merchandise and walks away? That PC is getting tracked down by the town watch and if he resists, escalation ensues. If one PC creates a disturbance while another sneaks up to snatch that same merchandise? Barring the wrath of the Dice Gods they get away with it.</p><p></p><p>The short version is that in my games PCs run off one simple rule- <em>Thou Shalt Not Get Caught.</em> Break that rules and consequences ensue. (I tend to go easier with those consequences if a PC meant well and was just unlucky. A Murder Hobo who's caught doing Murder Hobo stuff will be executed and the player handed a new character sheet.)</p></blockquote><p></p>
[QUOTE="Tantavalist, post: 8240542, member: 7030056"] I enforce laws on my PC when it makes sense to do so. Generally this means when the PCs get caught doing something they shouldn't have done. Now, most PCs get up to the sort of things in-game that would lead to Law Enforcement Officers recognising them on sight. Often an adventure will pretty much require these actions. Some sort of compromise is needed. How I do things is- I won't have hyper-competent law enforcement suddenly tracking down the PCs because they did something that offended me, the GM, out of character and I'm looking to punish them. I'll let crimes slide as long as there's an In Character reason to let them slide. I also make it clear that I will never provide them with such a reason- the burden of doing so is on their shoulders. For example- if I describe a busy market scene... A PC walks up to a merchant, punches him in the face, grabs some of his merchandise and walks away? That PC is getting tracked down by the town watch and if he resists, escalation ensues. If one PC creates a disturbance while another sneaks up to snatch that same merchandise? Barring the wrath of the Dice Gods they get away with it. The short version is that in my games PCs run off one simple rule- [I]Thou Shalt Not Get Caught.[/I] Break that rules and consequences ensue. (I tend to go easier with those consequences if a PC meant well and was just unlucky. A Murder Hobo who's caught doing Murder Hobo stuff will be executed and the player handed a new character sheet.) [/QUOTE]
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How often do you enforce laws in your games?
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