SpaceBadger
SOC-14 1K
I'm looking at this from the law enforcement point of view, but a lot of these considerations apply to running a game for a group of criminals.
What do you do as far as laying down ground rules for investigation techniques and possibilities? Half of what we see on CSI shows is science-fiction anyway, beyond what can really be expected in an investigation. How do we project what tools will be available at TL12-15, both for the investigators and the criminals?
One of the fundamental principles you read about in procedurals and hear mentioned multiple times on TV is how contact leaves traces both ways: a person who has been somewhere leaves traces on that place, and it leaves traces on him; a person in contact with another person leaves traces of that contact, and vice versa.
Players in a game where this stuff is important need to know the rules they are working with. Do the investigators have a magic gadget that can scan a room and reliably identify anyone who has been in there within certain parameters? If so, is there some means of defeating this, such as wearing a clean vaccsuit that may leave traces of where it was last cleaned, but nothing about who is inside the suit?
Or do we just take our cues from CSI shows today, much of which can't be done today but might reasonably be possible by TL10-12?
What about lasers? Murder victim shot in the face with a laser, is there any sign left on the body that lets you match to the weapon that did it?
Surveillance cams? Are they defeated by simply wearing a mask, or do they record in some way that allows reviewers to see through the mask? If the camera gets zapped, is it out of commission, or is there a whole cloud of micro-cams or nano-cams that transmit to a processor that puts the picture together like data from a very large array?
I'm just throwing out some examples where it is important for both sides to know the tools and countermeasures the other side has available.
How have you handled this in Traveller games, or how you suggest handling it?
What do you do as far as laying down ground rules for investigation techniques and possibilities? Half of what we see on CSI shows is science-fiction anyway, beyond what can really be expected in an investigation. How do we project what tools will be available at TL12-15, both for the investigators and the criminals?
One of the fundamental principles you read about in procedurals and hear mentioned multiple times on TV is how contact leaves traces both ways: a person who has been somewhere leaves traces on that place, and it leaves traces on him; a person in contact with another person leaves traces of that contact, and vice versa.
Players in a game where this stuff is important need to know the rules they are working with. Do the investigators have a magic gadget that can scan a room and reliably identify anyone who has been in there within certain parameters? If so, is there some means of defeating this, such as wearing a clean vaccsuit that may leave traces of where it was last cleaned, but nothing about who is inside the suit?
Or do we just take our cues from CSI shows today, much of which can't be done today but might reasonably be possible by TL10-12?
What about lasers? Murder victim shot in the face with a laser, is there any sign left on the body that lets you match to the weapon that did it?
Surveillance cams? Are they defeated by simply wearing a mask, or do they record in some way that allows reviewers to see through the mask? If the camera gets zapped, is it out of commission, or is there a whole cloud of micro-cams or nano-cams that transmit to a processor that puts the picture together like data from a very large array?
I'm just throwing out some examples where it is important for both sides to know the tools and countermeasures the other side has available.
How have you handled this in Traveller games, or how you suggest handling it?