Shadowrun

Shadowrun Play => Gamemasters' Lounge => Topic started by: Linkdeath on <03-20-13/1341:34>

Title: Police Patrols
Post by: Linkdeath on <03-20-13/1341:34>
So I have a question for you all: let's say your players have a bunch of forbidden gear, etc. However, they only really wear it in their vehicles and then on a quick jaunt into whatever building they're hitting, or only in the barrens. Do you guys have any rule of thumb-type rules you use to determine if a patrol comes by or if someone sees them and reports them to the cops? I'm just wondering how other GMs handle this sort of thing. Just so you know, our game is set primarily in Seattle.
Title: Re: Police Patrols
Post by: emsquared on <03-20-13/1431:16>
From what you're describing, sounds like it'd most depend on a.) where is the "building they're hitting" and b.) how long exactly is the "quick jaunt into" said building. If the building is downtown and it's mid-day, even if it's just five steps from the van to the door, there's still a pretty dang good chance that someone or multiple someones are gonna see something and phone in a report. If they're keeping it in their pants, timing it well and not doing anything stupid (like parking illegally), probably not much to worry about. Although, it could be fun to throw in a random-but-not-random squad car who just wanted to "make sure everything is okay". And even though their may be surveillance pretty much everywhere, the chances that it's being monitored live are not great, at best maybe it's being passed through some sort of program/algorithm to determine if there's something meriting actual human inspection?

If it's in the Barrens, I'd probably not even worry about it unless it was a.) a part of the intended storyline or b.) they are being waaaay blatant and abusive about it (high explosives, lots of prolonged gun-fire). Then I'd determine a logical response time before some sort of authority figure did a fly-over to, if nothing else, see what's going on.
Title: Re: Police Patrols
Post by: RHat on <03-20-13/2244:14>
Surveillance doesn't have to be monitored live, emsquared.  The Visual Spotter sensor software would do the job quite nicely.

Basically, unless they're actively sneaking or concealing the gear, I'd say use a die roll to determine whether or not it gets noticed by the cameras' software.  Maybe assign a rating for how secure the location is, roll Rating+Rating modified by Concealability and the Palming test if any, and if it generates a given number of hits (vary by how often you want this to be an issue) the appropriate people are alerted.

In the Barrens, though, the issue is more going to be other people who want to take it from you.
Title: Re: Police Patrols
Post by: emsquared on <03-20-13/2313:59>
Surveillance doesn't have to be monitored live, emsquared.  The Visual Spotter sensor software would do the job quite nicely.
Silly me. Don't know what I was thinking, giving input before RHat lets us know how things work. Don't know why I thought the OP wanted people's opinions and input on how they do things, how ridiculous of me.

And of course, why would anyone still have people screen security footage? There's no possibility of false positives with sensors. No, it makes much more sense to jump whenever a mindless device tells you too. Yes. Good call.
Title: Re: Police Patrols
Post by: RHat on <03-20-13/2328:17>
...  I'm sorry for assuming you simply forgot about the Sensor Software rather than assuming you were intentionally choosing not to mention something directly relevant to the OP's situation.  I mean, seriously, what the hell?

Is it fair to suggest that the software would flag it for live review, and give it a priority status based on what it thinks it detects?  Of course.  But as that software exists, this stuff can be detected in live-time by any camera with appropriately configured Sensor Software.
Title: Re: Police Patrols
Post by: Reaver on <03-20-13/2353:10>
Basically, go with your gut. If you think they are acting suspicious in a "good" neighborhood, maybe a drone follows them a ways.... Same thing with illegal gear: they pull it out with witnesses about, there is going to be a call made about! (in good areas of the city at least!)

Also keep in mind that the cops aren't stupid. The runners are sporting mil spec weapons and armor? Then the cops show up in FORCE and loaded for dragon! (mil spec gear, tactical drones, spirit support, etc)
Title: Re: Police Patrols
Post by: RHat on <03-21-13/0001:01>
Of course, they're not going to simply show up and start shooting - my (limited) understanding is that the real world protocol for such a scenario is to concentrate first on getting people to safety so that if shooting does start, they're not in danger.

A fact which clever runners could use to their advantage.
Title: Re: Police Patrols
Post by: emsquared on <03-21-13/0025:10>
...  I'm sorry for assuming you simply forgot about the Sensor Software ...
What is Sensor Software if not "some sort of program/algorithm"? As there's multiple options, I was being ambiguous.

The way our GM has described it to us, and I agree with, is that there are so many cameras and drones with sensors and cameras out there, that they're not all monitored constantly and, depending on the area, the authorities are quite likely unable to respond to every camera/sensor pick-up. Rather there's personnel who receive alerts in queues that they review as it pops up, may be near immediately if there's not a lot going on, or if it's a dedicated team, may be a minute or more later if it's a high traffic, high-value area under a general authority, so there is a delay. That's the important part. Sometimes, all you need is 5 minutes to complete the dirty part of the run, and if the Security response time is 3 minutes and there's a 0 - 3 minute lag in that response being triggered, that's pretty important.
Title: Re: Police Patrols
Post by: RHat on <03-21-13/0048:54>
Fair enough - though I would think it would be a priority queue, meaning that if you were carrying a White Knight response would probably be faster unless you arranged a serious distraction.
Title: Re: Police Patrols
Post by: Prodigy on <03-21-13/0129:02>
I am fortunate enough to have worked with the man responsible for developing the priority based camera detection system. It exists today at most major airports. Unfortunately, it usually catches people having sex in the parking lot before a flight (sees it as an assault). Yes, there could be 10 fights going on, but one gun gets pulled and the system pulls that cam up first. It is very advanced today. Can't imagine 2074. BTW, I use this system day to day and it really does work.
Title: Re: Police Patrols
Post by: Medicineman on <03-21-13/0132:27>
Fair enough - though I would think it would be a priority queue, meaning that if you were carrying a White Knight response would probably be faster unless you arranged a serious distraction.
It depends upon what kind of SR World You're playing in :
if its a Pink Mohawk  /Robocop World than Surveillance is rather seldom
if its a Kind of Minority Report/ I am Robot/ 1984 / Equilibrium World
Surveillance and Discovery happens more often

with an unwatched Dance
Medicineman
Title: Re: Police Patrols
Post by: Linkdeath on <03-21-13/1656:39>
Our game is definitely more black trenchcoat and high money, with moments of pink mohawk ridiculousness spread through liberally. Very liberally.
Title: Re: Police Patrols
Post by: Shaidar on <03-22-13/0019:08>
The Seattle Sourcebooks for SR2 & SR3 published Lone Stars security Ratings, which were loosely based on the Lifestyle of the prevailing inhabitants, and the level of roving police presence.  I'd find one of those books and base the nosiness of the local populace on those.

Barrens (Z zone) no police, locals will actively 'not' notice anything let alone report it
Street
Squatter
Low
Middle
High
Luxury  private security will shoot you first and then report it to the police
Title: Re: Police Patrols
Post by: Elektrycerze3 on <03-25-13/0345:13>
Linkdeath,

There is a World of Darkness scenario "The Resurrectionists", which uses an interesting system for police awareness. Basically, every block is assigned a rating, which roughly translates to the police and public awareness in the area, like 4 for "here the patrols are frequent and the civilians are edgy" and 0 for "the police can't care less". Every time something suspicious happens in the are, the GM rolls the rating - a single success is enough for a patrol to be dispatched. Such things as gunshots and suspicious behavior modify the rating.

I use the system across many different games, eyeballing the modifiers and ratings. It works  ;)
Title: Re: Police Patrols
Post by: Sichr on <03-25-13/0613:58>
Ive put some ideas on how this can work here:

http://forums.shadowrun4.com/index.php?topic=10301.0

Its just a scratch, but it can inspire some thoughts...
Title: Re: Police Patrols
Post by: raggedhalo on <03-25-13/1240:42>
The SR3 book New Seattle had a table for stuff like this; I use a slightly hacked version of it to determine response time to stimuli but it's a good basis.
Title: Re: Police Patrols
Post by: Supine on <03-27-13/0133:37>
The runners will natch encounter more police presence as they move up the food chain. Robbing a snack shack will be a lot easier than breaking into a bank vault, and that goes for every level. More valuable things tend to be surrounded by more cops, and on top of that, there will be more cameras to snap their photos and more cooperative witnesses to give the fuzz information as they attack more valued targets. If your getaway van has been seen during the course of a run, then the cops will notice it while they're on patrol, and they'll be more likely to pull you over based on whatever probable cause they can pull out of their ass. This should carry over to your campaign, too. If they're pulling off runs in areas that aren't friendly to the cops, they'll quickly become big fish in a small pond, so to speak. In that case, offer them jobs that put them at more risk. If they're already moving through areas with a big police presence, turn up the heat on them. What if the cops have finally cracked open a lead on the job the runners finished two sessions ago? All of a sudden, they'll remember that they have to cover their tracks or else they won't have a chance of making it to the Italian restaurant that Mr. Johnson's meeting them at.
Title: Re: Police Patrols
Post by: Supine on <03-27-13/0145:36>
The runners will natch encounter more police presence as they move up the food chain. Robbing a snack shack will be a lot easier than breaking into a bank vault, and that goes for every level. More valuable things tend to be surrounded by more cops, and on top of that, there will be more cameras to snap their photos and more cooperative witnesses to give the fuzz information as they attack more valued targets. If your getaway van has been seen during the course of a run, then the cops will notice it while they're on patrol, and they'll be more likely to pull you over based on whatever probable cause they can pull out of their ass. This should carry over to your campaign, too. If they're pulling off runs in areas that aren't friendly to the cops, they'll quickly become big fish in a small pond, so to speak. In that case, offer them jobs that put them at more risk. If they're already moving through areas with a big police presence, turn up the heat on them. What if the cops have finally cracked open a lead on the job the runners finished two sessions ago? All of a sudden, they'll remember that they have to cover their tracks or else they won't have a chance of making it to the Italian restaurant that Mr. Johnson's meeting them at.