by Matthew Pook
Title: The Rookie's Guide to Criminal Organisations
Published by Mongoose Publishing
Written by Matthew Sprange
Cover by Peter Doherty
Illustrated by Colin Wilson, Dave Gibbons, Ron Smith and Emberton
64-page color perfect bound softback
$14.95
One of the more interesting aspects of Mongoose Publishing's Judge
Dredd Roleplaying Game is that it lets the players assume the roles of not
just Judge characters, but also the citizens residing in
Mega-City One. These roles can be developed into that of the criminals,
or "perps", that the Justice Department wants to put behind bars (or rather,
sentence to time served in the city's many, many iso-cubes). Given the
nature of the setting, campaigns can played as one or the other -- they
cannot be composed of both Judge and Citizen (or perp) characters. The
exception to this is to include members of the Wally Squad, judges
trained to operate undercover and to infiltrate the criminal
organisations and bring them to justice.
To date the supplements for Judge Dredd have
concentrated upon campaigns composed entirely of Judges, which is fair
enough given that this is also the focus of the comic strip in both 2000
AD and the Judge Dredd Megazine. The first RPG product to deviate from this was
The Rookie's Guide to Block Wars, but as with The
Rookie's Guide to Criminal Organisations, the GM is allowed to approach
their subject matter in two ways. Block Wars is
used to generate and handle the conflicts that erupt between the giant
housing blocks (in which citizens can spend their whole lives), and the
GM can run games that focus upon the participants or can set them
up to create situations for player judges to deal with. Criminal Organisations does the same thing, allowing players
to create and run their own criminal organisations or the GM to create
them for the judge characters to investigate.
Into the Underworld
The slim looking volume that is The Rookie's Guide to Criminal
Organisations is produced to Mongoose's usual standards. Laid
out in their house style for the Judge Dredd line, the simple two-column format used in the main rulebook continues here. A judge's badge theme is in the sidebars, an eagle of justice across the header, and a skyline of Mega-City One in the footer of each page. The book is illustrated with strips from the comic. In places the text does run over the full color footer, a
problem that has occurred in previous supplements for the game. Also,
the layout of the margins on the inside covers does not match that of
the rest of the book. These are, of course, minor quibbles, in what is
otherwise a reasonably well laid out book.
Player characters wanting to establish their own criminal organisation need to be of at least twelfth level, at which point they can take the Advanced Leadership Feat which enables them to run more than just the single business. Prior to that, characters can really only organise and run just the one business behind a front, but with experience they can gain this new feat and set up more to establish a budding criminal empire. Essentially, the larger the front business, the greater the number of activities that can be carried out behind it, hopefully safe from the eyes of the law.
The GM is taken through the process step by step, from establishing the
front company and the activities it hides, to recruiting staff for the
front and crooks for the illegalities. The in-game process can be
expensive, especially if the potential criminal mastermind wants to
recruit experienced perps. A "business" is defined by several factors:
Visibility to the outside world; its level of Activity; the Loyalty
of its staff; Reputation; Territory; Income; and Resources and Allies.
These provide the numbers for use in running the organisation from month
to month.
Essentially, the players (or GM if it's an NPC gang) run their
organisation through a set number of steps to determine its current
status. The checklist includes rolling for casualties, Loyalty,
Visibility, Activity, and Task Resolution. These Tasks vary depending
upon the decisions made at the beginning of each month for each of the
arms of the organisation. They may be as basic as Attack or Defense,
Business As Usual, Contraction or Expansion, or alternatively involve
Special Operations. These Special Ops include having assassins do a hit
on a rival, smuggling on-the-run crooks away from the city, selling
those same crooks into slavery, or fixing the odds at the illegal
casino.
Once these are resolved, income is calculated for all the organisation's
activities, and the Loyalty, Activity and Visibility factors are
recalculated, before experience is awarded and more members can be
recruited. Essentially, this is a set of mechanics for running a
meta-game, from which can be derived events to roleplay through. They
require relatively little effort and bookkeeping, but do provide a
framework onto which a criminally orientated game can be worked. They
are coupled with the rules for Reputation, which will hopefully grow
among the criminal underworld rather than reach the ears of the Justice
Department. With slight adjustment, the system could be used in other d20 system settings, but is naturally most effective in The Judge Dredd Roleplaying Game.
Giving Character to Scum
Building upon the range of Citizen Prestige classes found in the main Judge Dredd rulebook, the chapter on Businessmen gives nine more to use as player characters or NPCs. They include the Creative Accountant, able to manipulate financial records to their boss' advantage; the Fall Guy, happy to earn and accrue riches while he takes the rap for crimes committed by others; the Family Advisor, who aids his boss in helping to run the "family" business in as smooth a manner possible; the Fixer, a veteran perp who's experience is invaluable in resolving problems; the Jimp (Judge Impersonator); the Lowstreet Doc, who dispenses medical assistance far from the eyes of the Justice Department; the Veteran Smuggler, who knows the best ways in and out of Mega-City One or off the planet; the Recreational Chemist, who can manufacture the best or doctor the organisation's illegal drugs; the Sleazy Lawyer, able to bend and twist letter of the law to benefit of the organisation; and the Umpty Bagger, the dealer on the street who sells drugs such as sugar, coffee and umpty candy, the totally addictive, but harmless sweet of choice! Like those found in the core book, none of these classes provide more than five levels.
There are no new skills included in The
Rookie's Guide to Criminal Organisations, but many existing ones from
the Player's Handbook and The Judge Dredd Roleplaying Game are revisited
and given one or more alternative uses for any
type of character. Thus, the Appraise skill now includes Detect Forgery
and Item History, Computer Use covers Encrypt, Decipher and Data
Retrieval, and so on. Sense Motive allows Read Profession, the ability to
determine another's occupation through the observation of their physical
and social traits. How very Sherlock Holmes! The Craze skill includes
more of Mega-City One's mad fads such as Bingo, Paragliding, Prank
Vid-calling, Pyromania, Semi-Pro Pin-Boing¨ and Shuggy -- a game that's
almost, but not quite unlike pool or snooker.
The book is rounded out with sixteen scenario hooks and ideas, which can
be used within a GM's campaign or at least provide some inspiration. The
final five pages are given over to reprinting the tables from throughout
the supplement, which although intended to ease the use of its material,
does seem unnecessary considering the apparent slimness of the book.
Perhaps the space could have included alternative material, such as
examples of various gangs and organisations, possibly taken from Sector
190, the Sector House for described in The Rookie's Guide to
the Justice Department.
Conclusions
Although the referee will need to flesh out the bare numbers that represent the businesses and fronts for the meta-system created using the rules in The Rookie's Guide to Criminal Organisations, the
rules in this supplement add much to the basics covered in the game's
core book. Though not a spectacular book, this supplement
is nonetheless quite useful in the creation and management of criminal
organisations.