Knowing & Doing
The State sees almost everything: cameras watch us in public and at out work places, 24/7. Our
personal details are harvested from our online transactions and our private files are subject to government scrutiny. We can hide nothing from them. This may be the way things are in the near future or how they are right now; you may be working for the State or rebelling against it. What is known is that you have the keys to the kingdom: free access to any piece of information the State has collected about it's citizens.
|Person of Interest, CBS, 2011-2016|
This level of scrutiny has a drawback though: the machinery of government sees everything but understands nothing. The eyes that watch us have no comprehension of what they see, they merely observe and collate, storing the data without the knowledge of what it signifies. There is a vacuum in the process: your role is to fill it. With unrestricted access to the personal lives of tens of millions of citizens, your job is to pick out the ones who pose a threat to themselves or others and to defend those who are unaware that they have become a target for violence.
Using the above premise, you can play this as a game of maverick heroes tapping the data to help ordinary people, or you can be the State's ultimate sanction, an elite team of operatives who work to bring criminals to justice or even prevent crimes from happening. Think of the personal back story of your character and how they came to be involved in this, writing the concept down in a short sentence or two. Don't worry about their personal skills or abilities: you are all multi-talented experts and you all work in a team that supports each other as needed, so you can always call upon the exact speciality that you need as you need it.
Surveillance & Research
Start each new mission with either a criminal/violent incident (bank robbery, unexplained explosion, security breach, murder, etc) or simply have the system throw up an identity flagged with a 'suspicion index'. Keep the initial details to a minimum: the time & location of an incident or the name, age and gender of a person of interest. The game then continues as an investigation into that incident or person, following these two principles:
- Every question will get an answer.
- You may only act upon what you know.
Starting from the initial seed data about the incident or person to be investigated, agents may call upon video footage from any camera and there are presumed to be cameras in all public and business locations. In order to Observe, you must first name a time and place you want to see, or a particular target you want to follow forwards or backwards from a named time and place. It's up to you what you choose to Observe, but you must be able to describe it in the above terms: you can't ask to see "the murderer's current location" or "the site of the next murder." Time passes in a linear fashion, as normal, so you can't see past the current moment in time, and the time you spend Observing is time that passes in the mission.
When you Observe, draw the top card of the deck and turn it over: you always observe something, no matter what, but it is only relevant on a red card; if the card drawn is black, the data you collect is either irrelevant to the investigation or is relevant but complicates the mission unexpectedly, e.g:
- You Observe someone you know personally, interacting with the target.
- The target is revealed to be working with someone else, adding another suspect to the mission.
- The target is Observed to be doing something they should not know how to do, raising a question over their identity.
The agents have access to recorded phone conversations, bank details, personal files and all other public or private records pertaining to all citizens. You can use your turn to access this type of data and get more details about anyone who has come under scrutiny: do this by choosing a card from the 'Open' stack, either red or black. When you choose a red card, describe how the data you access explains or clarifies what you already know, answering a question that had been raised; when you choose a black card, the data accessed just raises further questions about the identity, connections or motivations of the citizen or organisation being Investigated. In either case, put the card chosen in the 'Closed' stack, which effectively acts as a discard pile: cards in the 'Closed' stack are out of the game.
Agents can get out in the field at any time during a mission, collecting more information from witnesses, suspects or crime scenes, or even taking direct action to protect, capture or neutralise a person of interest. There are any number of ways this might be done: flashing their authorisation (even if faked), infiltrating events under cover or launching an assault against a suspect location. Whenever you commence a field Intervention on your turn, take the current 'Open' stack, turn it face down and shuffle it thoroughly.
An intervention is played out as a separate scene, taking place in the field, with the player who began the Intervention naming a goal for it. They then act as lead agent in the field; the lead agent sets the scene and controls the 'Open' stack during it, drawing and assigning cards as required. Every significant action taken in the Intervention (getting past security, bypassing a locked door, capturing a suspect, fighting off an attack, etc) requires a card to be drawn from the 'Open' stack: if it is red, the action succeeds fully, but if it is black, the lead agent has a choice. They can either fail the action or push it: if they push it, they simply draw and discard the top card of the deck, or place it in the countdown row if it is a King, then carry on with the field operation. If they fail it, they are taken out of the Intervention in some way and must pass the 'Open' stack to another player to continue it, who then becomes the lead agent. In both cases, the Intervention continues until the current lead agent determines that they have successfully met their goal or that the goal is now unobtainable, or until all agents have have failed an action in this Intervention and their is no-one left to continue it. Whatever happens, all cards drawn from the 'Open' stack are discarded to the 'Closed' stack and all remaining cards in the 'Open' stack are also discarded when the Intervention ends.
A mission is complete when justice is done or when a target is safely secured from any further threat from a particular source: it's up to the players collectively to weave a story together that ends in their success, but a failure can be determined by the cards. Each time a King is drawn from the deck, it goes to the countdown row: Kings never go into the 'Open' or 'Closed' stacks. The moment a third King is drawn and placed in the countdown row, something occurs that forces the end of the mission in failure for the agents: perhaps the target they were trying to protect is killed or the criminals complete their plan, getting away with millions. Whatever the worst outcome is for that particular mission, it happens when the third King hits the countdown row.
You can soften the above hard ending by giving the agents a chance to continue; you can even play this as a series, so the failure of one mission is a set-back, not the end of the story. When you hit the third King, pick up all the cards and shuffle them back into the deck. Now you can begin a new mission, with all the information you had from the previous one, taking the failure of that mission as the starting point for the next.