How to Play A Cop
The primary reason Urban MU* players take
cop characters is usually this: for whatever reason they can’t take a
supernatural character, and they figure a cop character will still be able to
get in on the adventure-based RP (what I like to think of as the “good”
stuff). Yes, character interaction and
development and relationships are all massively important, but let’s face it,
75% of us MUSH to have people cooler than us do cooler things that we do in a
world that is cooler than our world.
The player then proceeds to sink all of
their skill points or their character abilities into doing nothing but
fighting. They tend to then tilt all of
their character’s personality towards fighting, as if Cop were the modern day
D&D equivalent of “fighter” or even “barbarian.” They wait for the wizards to run something
where they might get to fight, or they wait until they might get into a rumble
with the local critter, and then the rest of the time they don’t log their
character on. Then they eventually drop
away from boredom because both of these things, on a typical game, happen way
less than they’d hoped it would happen when they took the cop in the first
place.
This is the path of madness. A cop character can be successful if you
understand what else a cop does besides whip out that gun. If you understand these things, you can turn
them into RP, and if you can turn them into RP you’ll have fun, and if you have
fun you’ll stick around, and if you stick around you’ll eventually find all the
adventure you were hoping for. Here’s
how.
1. Cops
are about investigation, not about fighting, and investigation means talking to
other people. Interviewing. Witnesses.
So finally something has happened on your
MUSH. A dead body has turned up and the
local Storyteller or Judge or TP Coordinator or whatever is actually willing to
emit for you while you poke around the crime scene. Or the PCs got into a massive rumble, the
cops got called, and you’re left staring at the aftermath of a werewolf
slaughter festival. You have two choices
at this point. Competently RP standing
around the blood soaked scene looking Columbo-like
and never touch it again. Or be sure you
get a name of every PC who can be identified as a witness and begin
systematically RPing with those PCs, interviewing
them on their version of events.
Depending on what happened, you’ve given yourself 2-15 scenes instead of
one.
People will lie to your character. People will give your character leads to
follow. People will give you the
impression that you’ll need to haul them in for questioning and they’ll consent
to let you do it (sometimes if they get their lawyer first, mind). Meanwhile your character is gathering facts,
a list of things to ask the wizard about, and, if you’re playing the rare duck
on these sorts of MUSHes who never, ever, intends to
believe in the supernatural no matter what, who will always rationalize it away
or fall to the Veil or whatever mechanism on the game exists to keep humans
largely ignorant of the truth, you get to decide how it’s going to get written
into the report. You might want to meet
with the reporters so they get the “right” story out. And if your character comes to the conclusion
that there’s a serial killer on the loose, there’s plenty for him or her to do
even if that character never, ever utters the word “vampire,” (the actual
identity of the killer).
As you RP with all these people, you’ll
find some of them will create reasons to RP again with you later. That is, they’ll try to become your character’s
friend. And as most of the people you
interview with will be innocent, this is all to the good. Some people, you’ll get extra scenes with
when you uncover a lie, or something your character can’t explain. Then you get to be adversarial with that person,
for good or for ill. This is all to the
good.
In none of these massive amounts of RP
scenes has your character once pulled his gun or used karate.
2. Cop
Characters Need Other Specialists To Help Them.
Cops will spend more time at crime scenes
than in shoot outs. They will order
copious lab tests. Sometimes, of course,
there won’t be any PCs available playing CSI techs and coroners and those
people who create whole cases around the types of bugs and bug eggs found in
corpses (they do exist and might make a cool character concept). In that case you don’t get much RP from
them—unless you want to fudge a little.
If you have another PC who is a medical expert and a friend you might
create some reason why you don’t trust the coroner’s opinion and ask your
friend just to have a look as a favor to you (RP). You might make up some reason why this case
may be tainted and corrupted and you might need to go some college student
studying forensics because you can trust that source more than you can trust your
lab boys. (RP). Yes, it’s a little unrealistic and it’s not
how things would go down IRL, but in the MUSH world we often ignore details
like that so that we can RP with PCs instead of NPCs. Think of every opportunity you can to RP with
people who can help you solve the case.
As a caveat, you might want to chat with the plot coordinator or wizard
about your desire to get other people involved in this way, because otherwise
they might go “WTF” and hit you with all the ICC that might occur because of
these actions. But once you discuss it
with them it should usually be fine—nothing is more helpful to a TP Coordinator
than finding more and more ways to show how they don’t play favorites.
Without stretching so much, this applies to
other specialists too. Historian character?
Go ahead and take them the rubbing of the weird markers. Found a deer head at the scene and there’s a
PC who is for some ungodly reason playing a taxidermist? Go talk to them about the deer head and let
them raise questions. I once had a great
scene because my cop alt had to go get a tattoo analyzed, and for reasons I
don’t quite recall all she had was the skin the tattoo had come off of. She took it to the local tattoo parlor and
good RP was had by all.
Another plus side of this is that you won’t
be the only one bombarding the TP coordinator with @mailed things like, “Joe
has been studying Native Americans for 19 years and John the Cop just came and
asked him about this tribal doll. What
would my character know about this situation?”
That means the TP coordinator doesn’t feel
like only one person is giving them seven kajillion
things to do and preventing them from giving attention to anyone else. You’re making sure the Coordinator gives attention to someone else.
3. In
some plots, the loose ends will get tied up and the case will be cleared. In others…not so much. And that’s ok.
Sometimes
this is a source of frustration for cop characters. They want to
to make the bust, the arrest. They want to clear the case. They want for the plot
coordinator not to drop the ball two weeks
in. Sadly, the villains often want to
keep their chars. The
supernatural thingies often enlist help in getting your character off the
scent. The TP
Coordinators—well. Things
happen. Plots get dropped. It’s really freaking frustrating but it
happens.
The best thing to do is embrace this. IRL, cases can sometimes go cold, take
months to get breaks, never get solved.
You can have your cop angsting and agonizing
about this at the bar (RP). You can
always say “Trail went cold,” without any more detail when the Coordinator drop the ball. You
can always work out with the villain char an arrest that culminates in the
defense attorney finding some technicality to make that villain walk, even if
your cop did everything right. This is
part of the frustration of being a cop.
This is part of the life they lead.
You’re better served working that into your character and your RP than
you are in getting frustrated when the RP you do doesn’t settle into a neat
storyline case-wise.
4. Cop
players should keep their notes straight.
That way they can avoid asking the Wizards for stuff they can get from
PCs, and ask only what is absolutely necessary.
I like to keep little case notebooks,
either on paper, in a word processor, or in my character’s LJ. It just helps me keep everything straight,
give me a list of who else I need to try to catch up with for RP (even if I don’t
get with everyone), gives me a list of leads I want to pursue, and helps me
keep everything straight in my head. It
also tells me that I requested all that information on the Ming Vase three
weeks ago and don’t need to request it again, though a reminder might be in
order.
This just makes it easier on you, and makes
your cop look a lot more competent.
If there is more than one active cop PC
find a place for everyone to put their notes and break up some of the
work. That way if the other cop looks at
your case report and notes that Mr. Johnson hasn’t been spoken to yet, and he
spots Mr. Johnson online, and is actually proactive enough to care to interview
Mr. Johnson instead of sitting like a lump at the police station, then he can
put his interview in the file (wiki, LJ, whatever you use) and you’ll know
that’s been done and what was said so you can move forward. You can also store details of who to contact
for OOC info on the plot is there.
5. Though
you won’t want to write it all down every time, here’s what goes into a real
police report, and here’s why you don’t start with the body.
There’s a 21 point report that nearly all
cops use at a murder scene. The 21 items
are:
a. Case number
b. Name, DOB, sex, age, race, address, marital
status, next of kin, place of employment and brief description of the victim.
c. Info on who reported or discovered the
body. Hint: Its
nearly never the police who find it first.
d. What time it was when the cops responded.
e. A description of the local area
f. A general description of the crime scene.
g. A more specific description of the crime
scene, with precise measurements of things like distance between body and
weapon or other distances that might be important.
h. A description of the clothes (if any) the
victim is wearing.
i. Postmortem changes in the victim.
j. Injuries on the victim.
k. The disposition of jewelry and valuables
(present, missing, what’s there, what should be there if they know)
l. Method of ID. There should be two forms of ID that verify
who the victim is.
m. Notification of Next of Kin—who, what,
when, any details noted at the time of notification.
n. Items possibly related to the cause,
manner, or determination of death present on the scene.
o. Witness statements.
p. Criminal history of the victim, if any.
q. Medical history of the victim. All medications are immediately seized. Medicines that are out of place or missing
are noted.
r. Details on transportation of the subject to
the morgue.
s. Pronouncement of death—who did it, when it
was done, anything noted.
t. Special requests for forensics.
u. Other notifications.
Granted you might not want to write up a 21
point LJ post, but you might want to go down that list as you’re RPing working the crime scene. And you might want to jot down anything the
GM goes ahead and points out in your report, leaving out anything that didn’t
apply or wasn’t important. It certainly
gives you an idea of how extensive a real investigation is before the body ever
leaves the scene of the crime.
Time of death is sometimes estimated by
things like mail in the mailbox, newspapers, appliances on or off, food that is
out or rotting or not out, dishes in the dishwasher.
Cops also really do “canvass” the
neighborhood, so if you can’t locate the names of specific PCs who might know
about the thing, you can still get RP out
by announcing you’d like to RP with anyone who lives in that area. Or seeing who is in their house or room in
that area and asking for RP, whereby you knock on the door and…canvass. Sure, the character might not know jack spit,
but the cops spend a lot of time talking to people who are not witnesses in the hopes of finding someone who is.
And this is, again, still RP for
you.
The primary things cops are looking for at
the scene of a crime are these:
1. What’s there?
2. What’s there that shouldn’t be there?
3. What’s not there that ought to be there?
Just another facet to
keep in mind for your RP. Also, cops do not start with the body. They always do on television but they don’t
really. Bodies don’t go anywhere, but
trace evidence does, and every second spent at the crime scene is a second
where it is degrading and getting corrupted.
They take pictures, they look for physical evidence. Physical evidence is way more important than
witness testimony or circumstantial evidence:
a broken window is always a broken window, it does not lie, hide
anything about what it is, or change its mind.
They start at the outermost edges of the scene and work their way in
towards the body in a spiral.
Finally, outdoor scenes suck. Scenes where the body has
clearly been moved—suck. Feel
free to have your cop even more tense when they locate
one of these scenes.
6. Cops
observe the Blue Wall of Silence. They
don’t tend to talk about problems with other cops to outsiders.
So if Joe Cop is having an issue with Sue
Cop, or suggests Sue Cop might be dirty, or whatever, he’s only going to talk
about that with other cops. It would be
very difficult to get him to talk about that with Random Other MUSH
Character. This actually enhances your
RP. Anyone who is not a cop can ask
about the situation and get tight lipped silence. Anyone who is—they might get to hear about
it. Cops are a
brotherhood that watch one another’s backs, and if the brotherhood has a
problem the brotherhood will handle it.
7. There
are other sorts of crimes besides murder.
There are also a host of other people attached
to cops than just the police officers.
There are also all sorts of cops.
Again, people think murder is where all the
fun lies. But let’s face it, most MUSHes run on consent and negotiation. Most people don’t consent to have their chars
killed. That means most murders are of
NPCs. That means a lot of the times less
enlightened PCs act like they don’t even care.
That also means you’re going to rely on a Coordinator or Storyteller for
instigating the bulk of your RP, unless you’re using your cop char to introduce
crime scenes for lower ranking cop chars and running for them.
But there’s vice, and there’s plenty of
vice to go around on more adult oriented MU*s.
There’s drugs.
There’s special victims—that is, sex crimes—depending on your MU*’s
stance on that thing. There’s theft,
which can be a biggie. There’s fraud,
which can be huge. There’s computer
fraud, which can be great for finding a rival who will pop in and out of jail
like a pop tart, because someone always
wants to play the hacker. Homicide is
very fun, but you might not have your most fun there. You should consider what other players are
doing and consider what sort of RP your MUSH is going for when you think about
your cop. There’s also just straight up
uniformed patrol, which doesn’t investigate stuff but which does get to roam
all over the grid talking to people—useful for getting RP when there’s no
crimes happening. Patrolmen are also the
ones who are going to break up brawls, which is the most common sort of crime
on a MU*.
Of course, we talked about a “Fudge” factor
above—that is, maybe on your MUSH your cop will handle all of those things,
because you’ll be one of 3 created cops and one of 1 active ones. But that’s the kind of thing you’ll need to
talk to the admin in charge of your area about.
Some will want you handling only what your cop would reasonably handle,
and point out that the cops can’t be everywhere in a city so inadequate
coverage is all part of the theme. Some
will actually want a cop ready to look into these things and will trust to MUSH
time constraints to keep the “coverage” factor handy. Some actually just won’t care.
Also, what sort of cop is your
character? City PD?
County Sheriff?
State police?
Federal Bureau of Investigation? DEA? ATF? Homeland Security? Secret Service (those do counterfeit
investigations as well as protecting the president). Federal Marshals, who concentrate on hunting down
fugitives and pretending to be taking flights on planes so they can pop a cap
in terrorists? Some of the functions of
each agency overlap, to the point where there’s a lot of infighting and
mistakes, and sometimes the duties of each are inviolate. If there are already a lot of cops, maybe
your character is Internal Affairs, whose job it is to make sure the cops
themselves don’t go bad. Or maybe there will be more RP for you by
playing an undercover cop, which means your cop spends a lot of time with the
criminal characters pretending to be one of them. Before making your cop, spend some time and
energy asking around to get a feel for where your
maximum RP potential is, because RP is what’s going to make you happy.
Or perhaps you just want to be attached to
the police in some way. Maybe your
character is a rape or grief counselor. Or a hostage negotiator. Maybe your character is the dispatcher. Maybe your character works for the DA, which
means he or she is always working very closely with the police. Perhaps your character is one of the lab
people, or a computer specialist. The
police even have I.T. There’s a whole
host of roles you can play to get involved in local law enforcement RP that
span far beyond “homicide detective”, so again, create your character with an
eye to where your maximum RP potential is going to be. In real life, whole teams of cops solve
crimes, not just one guy like the movies, so if you can work that in you can
maximize RP for everyone. There are even
whole teams who go after “cold cases” who work under slightly different
parameters than teams who go after fresh ones
8. Cops
deal with a lot of politics, bureaucratic b.s.,
paperwork, and other nonsense.
Different agencies fight for jurisdiction
so their department gets more credit and therefore more funding. The mayor and other city officials might get
involved in more high profile cases. The
media can be a nightmare and any mishandling of the media can be cause for a
big fight with the Chief or Commissioner or whoever else is in charge. Heaven help your cop if this case spans other
counties, other cities, other states.
You’d think the co-operation would be full and instant, but it’s just
not so. Information is sometimes delayed
or withheld or not there at all.
If your TP Coordinator isn’t focusing on
this, then there’s no real onus to RP it until you need it for a random scene
opener. Then again, if your TP
Coordinator drops the ball or every PC connected to your investigation
disappears, you can keep things IC and keep your cop from looking stupid by
simply having him grumble that some asshole from the Feds showed up and took
your case away, and while you’re trying to get reassigned you’re not sure if
it’s going to happen and meanwhile you have fifty thousand other things to
worry about.
This is also, realistically, where certain
dark realities of our justice system start peeking out. Cops don’t always show up to certain scenes
in anything like a reasonable fashion—five, six hours later sometimes. Cops have limited resources and do not
actually spread them out evenly. The
shooting of a drug lord or prostitute is going to receive a minimum of time and
resources, while the shooting of the mayor is going to receive every moment of
time and energy the department can squeeze out of events. Maybe your character really does care about
the dead black girl in the heart of the inner city, but if you get stalled on the
RP around it you can always become furious that you were ripped off the case to
look into the knifing of a rich white boy which turned out to be little more
than his rich white girl lover who you found in two days. But in that two
days, the “first 48 hours” that are so vital to solving most cases passed, and
you’re out of leads. Not only will this
keep you RPing without making your character’s story
stall off in WTF land, but it will add an element of gritty realism to your
character and MUSH that might have otherwise been missing.
9. Cops
have educations and have to have skills other than karate/brawl and
firefighting.
We’ve
touched on this in the article before, but it bears expansion. The
most important skills for a cop to have are not fighting
skills. People skills are extremely
important—so persuasion, charisma, leadership, intimidation, and any other
skills which touch on those sorts of items.
A cop may need to diffuse a dangerous or tense situation and words, not
guns, are the first thing they’ll go to, as well as a subtle use of their
authority. Attention to detail and
patience are important—so spot, search, alertness, awareness, perception, or
any other skill which touches on these items.
The cop has to be able to gather information. The cop must be street smart. Coherent writing skills and speaking skills
might mean the difference between your arrest getting convicted and between him
going free—which means expression or other skills which deal with those sorts
of things. Etiquette and courtesy can
mean the difference between getting the information you need and walking away
empty handed. Math skills are important
for making measurements, calculating distances, figuring out timing in your
head. Cops receive special driving
training for tailing people or doing chases.
The ability to shadow someone and conduct
surveillance. In the modern USA,
there’s a huge portion of our population that does not (or won’t admit to)
speak English. They instead speak
Spanish, so the ability to speak that language would be helpful.
After all of that the ability to be
in shape (athletics), engage in a brawl, or fire a gun comes into play. And some extremely good cops have those items
as a distant second. There’s nothing
wrong with wanting to be a crack shot, mind, just note it’s not going to be
the difference between playing an awesome cop and playing a bad one. I mean let’s get real. If you find your cop hunting down a werewolf
is your little old non-silver bullet gun going to do jack crap? Rather, your ability to either run away or
talk down the raging beast may be what saves your life.
Not to mention all those other
skills give you a whole hell of a lot more to work with in RP.
10. The primary job of a cop is to build a case
that can get successfully prosecuted.
Without that, an arrest is useless.
This actually helps you RP. Number one, if you can’t waltz in without warrant
or invitation you can go by your suspect’s house, get a whole RP scene out of
trying to get enough to obtain a warrant or trick him into an invitation. Then you might get a second RP scene out of
going to the judge. Though this also means your
character will focus way more on physical evidence then witnesses, it still
means he needs to work every possible angle and track down every available
witness, which again means more RP for
you.
It is also yet another way to handle it if
you get in a TP and the player running it decides to go out for cigarettes and
never comes back. You simply never got
enough evidence to make a case, so it never went anywhere. It happens in real life, so it can happen on
the MUSH and you get to move forward instead of breaking your stride.
11. There aren’t super young detectives.
We MUSHers are
addicted to really young characters, mostly in our teens or early twenties. But let’s assume your cop is not college
educated and got into the academy right out of high school, which happens less
than you think. But assume he
does. What he’s doing is spending a
minimum of 3-5 years in uniform. He’s a
patrol officer, he’s writing tickets, etc.
In some areas you have to wait till you’re 20 to even step into the
academy. So we’re talking 23-25 before
your cop even has a shot of taking those tests.
If your character is a homicide detective
your character is even older. Because first they’re going to work a few years doing other sorts
of cases. They’ll be on vice,
burglaries, or the narcotics squad. It’s three to five years proving themselves here, as
well. And this is the fast track.
So by a minimum of thirty years of age,
your cop might be a homicide detective.
And if you want him to be seasoned, he has to be even older than
that.
12. Firing a gun, killing people, etc. is not a scott free walk away.
Your cop should be thinking really hard
before discharging his weapon. Yeah, you
see a vampire. Your ranking officers,
though, see something that walks, talks, and looks like a human, and you just
shot him. Guess what? Shooting someone comes with investigations
and review boards. It can mean suspensions,
lost careers, and a closer eye. It doesn’t
always, and if there’s clear cut justification of self-defense your character will
be fine. But if you’re loading up on
silver bullets and popping Timmy the Werewolf in the back of the head, expect
to be answering some unpleasant and unsympathetic questions really soon. Modern day games aren’t D&D. MUSHes, in general,
aren’t D&D, even those set in D&D worlds. Indiscriminate death and destruction has a
habit of coming with consequences, so it’s a good idea to be very, very aware
of what they are and to cover your tracks accordingly.