I’m a fan of the horror genre. Aside from the annoying trend of classifying horror as “dark fantasy” do you know what the most noticeable change in the genre has been? Cellphones. Pay attention. In movies and books the writer always has to confront the problem of cellphones at some point or their tale loses its believability. The phone must be forgotten at home or the protagonist/victim must at some point check their phone and find that they have no signal. Maybe the protagonist doesn’t like cellphones or for some reason can’t use them? Whatever the reason, a story set in our world must first address the cellphone issue before placing any character in danger or they can immediately and easily call for help.Imagine how The Texas Chainsaw Massacre would have progressed if any of the people in that van had had a cellphone. Car breaks down, call for a tow truck, back on their way, roll credits. The internet is another good example of something in the modern world that can get in the way of a good story. So much information right at our fingertips. No need for even an ’80s style research montage. Just hit Wikipedia. The same problems present themselves to GMs of modern or post-modern RPGs. One of the big concerns in the last Shadowrun game I played in was the fact that absolutely every square inch of the Cyberpunk city scape is assumed to be covered by security cameras. I mean, such is almost the case in our larger cities today. We all just assume that in the future our privacy (such as it is) will all but completely evaporate. Most of the plots of good modern setting games though involve some degree of law breaking (from obstructing justice to breaking and entering). So in modern and post-modern games, just from what I’ve listed so far, our PCs are constantly connected to our global communications network, have easy access to the most comprehensive storehouse of human knowledge ever gathered in a single place, and are virtually guaranteed to be seen, recorded, and pursued should they put a toe out of line. How does one run a game under these circumstances? As I see it there are several options. First, you can do nothing. You can let your plots be easy to figure out with a little time spent on the internet, your PCs will completely avoid danger and never get lost through proper use of their cellphones, and they will be left with the choice of playing it safe or going to jail just like the real world. Your games will be boring, but on the bright side it will be easy to run because nothing will be happening. Your PCs will probably appreciate the realism even as they pull their hair out wondering what they’re doing wrong for their awesome character to have such a hum-drum life (be it picturesque or penal). I mean, all of these things in our society in the real world are there to increase the ease of living according to the rules. If you make your game too realistic, that’s what you’re going to get. There’s a reason most of us go to work every day and earn an honest living instead of living in the shadows. Second, you can ignore the problem. In the Dresden Files book series by Jim Butcher, magic fries electronics. It just does. No cellphones or internet usage or problems with CCTV for our hero. It’s kind of the blunt force approach to the problem, but Butcher does it in a very stylistic way and in his later books it becomes a plot point several times. He takes the simple way out, but I’d have to say he does it with style. This is not my preference because I kind of like the idea of magic mixing with technology. It works though and with only one catch: you have to decide to use it from the beginning. It would have seemed odd if this kind of magic/technology mutual exclusion hadn’t been mentioned by Butcher in the first page or two of the first book in this series. To use this in your game you’ll have to do much the same, otherwise introducing it later on will seem cheesy and too convenient and will break your believability for your PCs. Third, you can plan carefully to avoid the problem. We already have our three examples so I’ll keep using them. You can design your plots so that what the PCs are dealing with is so rare that it wouldn’t show up on the internet. Be careful though because if one of your players starts out as an internet specialist (a hacker of some kind) and their profession is completely useless that’s just as little fun for them as it would be for everyone else if internet mastery becomes the omni-skill making them the only character of use. Either way, computer pros will require a delicate touch because if how useful computers are now is any indication of the future, such expertise will in fact be an omni-skill to some degree or other. You can make what’s going on so personal to the PCs that they wouldn’t want to call for help. This is a very difficult option to take because it involves a great deal of thought on your part. You’ll have to understand the motivations of your PCs if you’re going to have them not use their cellphones of their own free wills. However, the books that use this tactic are always more interesting than when not calling out for help is simply the default. Think about it, are you more likely to call the cops when investigating a possibly framed or possibly guilty murder if that person is a stranger or if they’re your brother? Wouldn’t you want to get your brother’s point of view before tossing them to the justice system? Lastly, you can set up the places where law breaking will be happening to be places that aren’t under surveillance or where all of the surveillance is routed to a single, easy to find, and well labeled room so that once the PCs break in, they can eliminate the evidence of their transgressions. This too will will be difficult though because PCs are notoriously hard to predict and so you may have to think fast if they come up with something you haven’t planned for. However, if you give your PCs the benefit of your advice regularly when they come up with weird ideas (“you think that place might be under surveillance but this one camera’s red ‘record’ light is out so you think if you come at it from this angle maybe…”) you will probably be able to work things out with them. Of the three options I’ve listed here I think the last one will be the most rewarding for your game, but (if you’ve read any of my blog so far) you’ll have guessed that as my answer. I believe that designing your game around your PCs is always the better option to designing your game and then considering the PCs after the fact. The second option is a good one as well though. Just remember to be very upfront about everything. Make sure your Players understand that modern conveniences are not going to play a big role in your game and then live with that decision. Whatever you do don’t tell them that CCTV isn’t going to be a problem and then surprise them by having the cops catch them in that very manner. That’s just mean. As for the first option, I value realism as much as the next guy, but I don’t need an RPG to experience the real world. Keep that in mind. Perfectly replicating the real world is not what role-playing is about.
Problems of the Modern and Post-Modern setting