{Lawcraft}

{Game Idea}

Criminal progression:

  • Thug — {fighters on the ground; a pawn but vital}
  • Thief — {heist-runners; rogues that can infiltrate and escape}
  • Specialist — {charming marksman, can fit a variety of roles}
  • Saboteur — {chief technical workmen, use computers like thieves tools}
  • Manipulator — {institutional role, influencer of city officials and unofficials}
  • Boss — {veteran of crime, capable of influencing above and below}
  • Kingpin — {forceful personality that wields a commanding presence, can deploy the enterprise in new and powerful directions}
  • Mastermind — {the ultimate criminal}

Detective progression:

  • Cop — {workhorses of the law; fill out a knowledge base in local communities}
  • Sarge — {powerful everyman on the force; former military, know their way around how to counter heists}
  • Spy — {undercover experience at the federal level; they know the crime enterprises as well as the criminals themselves}
  • Gumshoe — {charismatic journeyman of the grift; former P.I.’s that can get you intel but dangerously}
  • Detective — {the backbone of the force battling back crime in Nero — masters of deduction and evidence-gathering}
  • Sleuth — {eccentric but brilliant, their detection performance is erratic and enlightening all the same}
  • Inspector — {detective in command of the investigation at large, plays the macro game}
  • Lawmaster {the ultimate detective}
  • The game operates as a long-term, turn-based strategy game.
  • Each player creates their character, who is classified as a Criminal or Detective. All players start as independent operators in a random zone within the city.
  • The city of Nero makes up the field upon which the different players — Detectives and Criminals both — operate against one another, antagonizing the others’ operations via schemes and counter-schemes and gambits.
  • Not unlike chess or go or shogi, the gameplay consists of moves {crimes} and countermoves {investigations} — for example, heists, raids, other clandestine operations — within the spaces of the city’s infrastructure and public and private enterprises.
  • Using the skills and abilities of the different members of a crime group, crimes can be initiated at different points of interest throughout a city, such as banks, power plants, refineries, cyber centers, archive centers, security centers, corporate headquarters, manufacturing centers for everything from weaponry to mobile devices.
  • Criminals gain resources or levels of control over these city centers, depending on the skill and planning of the criminal group, the level of resistance from the detectives, the effectiveness city’s baseline defenses.
  • The difference between each side winning or losing is based upon a complex interplay of factors {skill and size of criminals vs. detectives, timing and planning from each side for the op} before and during a given operation.
  • When a Criminal is defeated, they are either arrested or killed; while in jail, they await sentencing and/or a potential jailbreak operation on their behalf // When a Detective is defeated, they are either captured or killed; a captured Detective can be tortured for intel and/or held for ransom.
  • The Detectives can use their own acumen, or intelligence-gathering resources within the city, to counteract upcoming criminal enterprises, deploying agents to stop heists and raids, etc.
  • Both criminals and detectives can use relatively neutral groups and locales throughout the city to support and further their designs in the city: corporations — executives and underlings, gangs, lawyers, information brokers, informants, dirty cops, vigilante lawmen, hackers, FBI/CIA, serial killers, anonymous patrons, etc. Each of these resources will populate within the city semi-randomly, or as the game progresses in time.
  • All players can see an overland isometric map of the city of Nero, marked by the influence of the different parties interacting within the game world and the ground they’ve made.
  • The more influence within the city of Nero one has, the more resources and power they wield. At the same time, as one’s influence within Nero expands it becomes easier to be stretched thin and struck at weak points within areas of control by antagonists.
  • Each instance of the city of Nero can house up to 100 different players, evenly split between 50 criminals and 50 detectives of varying power levels and influence. They can operate independently or group up into factions, working together or apart in all parts of the city.

Inspired By ~

Death NoteKira vs. L

https://www.smbc-comics.com/comic/2009-07-19

Concept and Story

In the massively sprawling city of Nero, the game is afoot.

Design / System / Mechanics

In short, {Lawcraft} is designed to be a low action, high gambit criminal drama MMO game. A thinking man’s strategy game, meant to be played over turns that may span days and games that span month(s).

  • Devise — plan a criminal maneuver / examples: a bank heist, corporate hack, kidnapping VIP, assassination, undercover official op, etc.
  • Scout — scout out the location of an upcoming crime and gain valuable data prior to attempted execution / ex: watch the bank and learn security systems + personnel routines; scope out corporate systems, learn of potential value to be gained from crime locale.
  • Execute — attempt to perform the crime / ex: send a squad to perform the heist, or do it yourself.
  • Gather — after a successful or failed criminal activity, as long as you are still active {i.e. not dead or detained}, then you can perform this downtime activity of gathering your forces and accreting or investing stolen funds. It means to reach out to other players or neutral institutions, such as public officials, corporate personnel, lawyers, information brokers, the detectives themselves etc. to try and ally with them. This works better after successful crimes and the more money you have to offer.
  • Relocate — if a criminal believes themselves to be compromised, they may be forced to relocate from their current hideout to a new one. Given there are a finite number of hideouts within each zone of the city, moving to a new one may mean clashing with another player and having to negotiate their way into a new group’s fold.
  • Plan — detectives can spend time planning their investigation, focusing upon potentially vulnerable locations or personnel within the city, or review potential suspects. / ex: highlights points of interest within the city, informing neutral parties or other players of your intentions during future turns; create or continue to work on a dossier of criminal suspects and their tendencies based on past experience with them.
  • Observe — take time to observe locations or persons of interest for the sake of discovering data and acting on it during enforcement. / ex: stake out a vulnerable bank or business; increase security of vulnerable personnel; shore up cybersecurity measures for an archive center containing invaluable data.
  • Enforce — move to raid an expected location for criminal activity, shooting to kill, capture, or merely observe or watch the criminals carry out their plan, following them back to another location. / ex: move on a bank with a SWAT team; watch and track a group of criminals following execution of their criminal plan; intercept a criminal, moving to stop them from completing their plan by any means necessary; send a detective undercover into a criminal operation.
  • Converse — in the midst of an investigation, share information with other detectives or neutral parties for the sake of allying with them and continuing to share information going forward. / ex: create and command informants, team up with other detectives in different parts of the city.
  • Storm — alone or with a group, take combat-ready detectives to raid a hideout where groups of criminals are believes to be congregating.
  • Criminals effectively detained by a Detective can be killed without due process; which makes dispatching them without bureaucratic tape easier but requires a coverup and threatens their own freedom if discovered by other detectives.
  • Criminals can betray each other at any point by ratting them out to the authorities or stealing from them / trying to eliminate them. However, it also means making enemies of fellow criminals who then may go after you with their plots out of vengeance.

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Truth in art. {https://thresholds-of-transformation.blog/}

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