Tuesday 20 October 2015

Leverage Role-Playing - Episode Three: The Debt to Society Job

My research for games of Leverage can be troubling, because sometimes I find myself reading articles or watching documentaries about scandals that show just how unjust society as a whole - not just select individuals - can be.  The "Kids for Cash" scandal is a recent example that made me feel deeply angry.

For those unfamiliar with "Kids for Cash", the short version is that two Pennsylvania juvenile court judges - Mark Ciavarella and Michael Conahan - imposed harsh sentences on juveniles for trivial offences, while receiving money for the construction of a private prison.  The number of juveniles being sent to jail was of course bolstering the business case for that private prison.  Eventually, an investigation from the FBI and the Philadelphia Juvenile Law Center caught up to them, and they received very long sentences for racketeering and honest services fraud.

The Kids for Cash documentary is an excellent film, because the director - Robert May - did a fine job getting all sides of the story to talk to him openly, including the judges.  The most moving and difficult stories are those of the juveniles, some of whom were imprisoned - for long periods - for offences as minor as yelling at an adult, or for mocking a teacher on a MySpace page.  The damage done to them in the detention centres more than eclipsed what were, in many of the cases, mere indiscretions.

The judges appear in the film and are given space to tell their side of the story as they wanted.  Ciavarella appeared tearful, and his family talk about the way that the investigating bodies conspired against him.  Conahan chose to appear meditative, sitting on a beach and staring out into the distance.  However, they both utterly failed to come across as sympathetic.  Some of their sentences left horrible mental scars on young people, and led to at least one suicide, but all of their tears were for themselves.  The juxtaposition is horrible between the mercilessness with which the judges treated inexperienced juveniles, and the sympathy that they sought for themselves, despite having far less of an excuse for breaking the law.

Yet the most vile thing about the "Kids for Cash" scandal is that Ciavarella's draconian sentencing practices were fine with the general public in Pennsylvania - until his financial misdeeds were revealed.  The parents of his victims were horrified, and the Philadelphia Juvenile Law Center were hot on his case; they had been following his trials, and noticed that he was getting an exceptionally high number of parents to waive the right to an attorney, and then handing out harsh sentences, sometimes in trials that lasted for less than two minutes.  Most citizens in the state, however, thought he was doing a great job.

The staff at the Philadelphia Juvenile Law Center commented on this problem.  After Columbine, people did not want the authorities to take any chances with young offenders, and this led to support for more "zero tolerance" approaches to children.  How messed up is that?  Support for guns in the United States is so strong that, after a gun massacre, gun control remained a very difficult thing to achieve, but the authorities could crack down on the children!  That was being "tough on crime", so citizens were okay with it.

Ciaverella claimed that the scandal is mis-titled, because he never literally exchanged kids for cash.  This might even be true, because he can point to the fact that he was giving juveniles harsh sentences before he was receiving funds (which he failed to declare to the public or the IRS).  What bothers me intensely is that, if he had never accepted money, he could have carried on handing out disproportionate and life-ruining sentences to young people for the rest of his career, and only the parents of his victims and the Philadelphia Juvenile Law Center would have been speaking out against him.  In other words, he could have gotten away with atrocities, if he had not failed to declare money.

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The Debt to Society Job was difficult to write, because it touched on the issue of people not caring when justice is being abused in the middle of polite society.  For this game, I pitched a crew from the Underground Railroad against a mayor, who was running a mayor's court in Erie County, Ohio.  For information about the abuses in these courts, The Outskirts of Hope - an ACLU article - has the goods.  Basically, debtors' prison should not be occurring; it violates the US Constitution and the Ohio State constitution.  A person can be imprisoned for refusing to pay a debt, but means-testing is mandatory to ensure that people are not being incarcerated for being unable to pay.  In these mayor's courts, that compulsory step is being skipped.  A lot.

Poor people in small-town areas of Ohio are being trapped in a cycle of being put on payment plans to address a fine, falling behind and being imprisoned.  Incarceration then causes them to lose their jobs, letting them fall further behind, especially once court costs get added to their debts.  Sadly, none of this is part of the game's fictional narrative.  The fictional part is the group of neo-pulp outlaw heroes swinging in to save the day and bring down the mayor.

For this game, I had an entirely new crew of characters appear in Ohio to help a debtor called Belinda, who was afraid that she was about to be thrown back into jail for falling behind on her payments.  The crewmembers were as follows:

Andy was Theodore Camberley III (the Mastermind) - a financial planner who used to arrange money transfers and overseas investments for big corporations... until he realised just how much he was involved in capital flight and tax evasion, and that he was on the wrong side.

Dom was Herb Wolfson (the Thief) - an activist and anarchist with a talent for using stealth and sabotage against Wall Street.  Very much the kind of person to say that "property is theft, man", he was mostly spending his time on petty acts and demonstrations, until the Railroad tried to convince him that his talents were better utilised elsewhere.

Katrina was Audrey Freeman, a.k.a. "Rain" (the Hitter) - a blue-haired Aikido expert and self-professed "maniac pixie dream girl".  We asked Katrina whether she meant "manic pixie dream girl".  Turns out the answer is no.  A corporation took away her dojo, leaving her with a highly-developed desire for revenge against big money.

Elle was Angel Cross (the Grifter) - a bubbly former congressional aide, who went to Washington to make well-intentioned changes.  Once she saw the extent of the lies and fiscal influence in politics, she realised that helping senators and representatives was not going to build a better America.  Then, the Railroad convinced her that her skills would be useful elsewhere.


Adrian was Martin Archer (the Hacker) - a corporate drone by day, but an open-source creator and conspiracy-chasing hacker by night.  Archer spent his working hours protecting his employers from cyber-attacks, until his own delving into their systems showed him that he had been protecting information that should not be secret,

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The players learned that the mayor of Milan, Ohio - who was running the mayor's court - was up for re-election, and so they were drawn to getting involved in the politics to ensure that he lost to his challenger.  This was a tall order; the mayor was a local man and a fifteen-year incumbent, whereas his challenger was Dalton Furlow, a Republican from out of town, who had fallen out of favour when his run at the State Legislature ended in a scandal ten years ago.  He had run on a platform of family values, but then his affair with his secretary came to light.

Yes, this was the game in which players found themselves rooting for a Republican....  This initially caused some misgivings, but they learned that he was now married to his secretary and had been for nine years.  They also learned that he was a moderate Republican - a protege of John McCain - and had not been a lawyer.  So, the crew knew that he could not and likely would not run a mayor's court in the way that the incumbent was doing.

The crew certainly liked that Furlow was a believer in campaign finance reform.  From Archer's fact finding and Camberley's grasp of numbers and finance, they soon learned that the mayor's campaign for re-election was receiving support from the same private prison to which he was sending debtors.  However, the mayor and the corporation had made the right moves to avoid a "debtors for cash" scandal.  The mayor never directly received or touched the money.  It was filtered through a non-profit into a Political Action Committee, enabling the mayor's cousin to spend it on campaigning and political tactics.  Even though the mayor, his cousin and the correctional company were avoiding any public declaration of the prison's fiscal support, none of them were doing anything illegal.

The private prison's corporate owners certainly appreciated the mayor's support.  Their Lake Erie facility had suffered blows to its reputation in recent inspections.  They had been forced to dismiss their catering company, after maggots were found in prisoners' food.  Also, being a prison, its financial success depended on attendance numbers: the more prisoners, the better.

As a former congressional aide and a skilled grifter, Angel easily got herself a place among the staff for Furlow's relatively-impoverished campaign, bringing with her campaign money.  Ted Camberley still has copious funds of his own from his career in finance, and easily created a PAC for Furlow.

Meanwhile, the other party members launched their own campaigns of sabotage against the offices of both the non-profit and the PAC that were supplying the mayor.  They soon learned that the non-profit was just a shell for funnelling money to the PAC, but the PAC's offices were highly-protected.

This did not stop them from getting access; Herb let his straggly pet dog Bakunin into the building, and tricked the security guards into thinking that the animal was setting off alarms.  This caused them to call their technical support, but Archer had re-routed the call to himself.  This got him invited into the building's security station, where he created an opening for Rain to enter the PAC's open-plan office.  There, she planted a USB device - one of Archer's potent inventions - on the PAC's networked computers, effectively giving him access to the whole system.  She also copied their files and, before leaving, performed enough sabotage of office equipment to slow down the PAC's operations.

With the PAC's files, the crew quickly learned which influential people in the village were the biggest threats to the mayor's re-election - which ones had their own ideas for the local council and wanted new blood in the mayoral seat.  Armed with this information, they set out to win more support for Furlow, and Rain also passed lots of information about the mayor's dodgy financial backers to a young documentary-maker.

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I had to admit that I was having trouble generating drama at times during the game.  Part of the reason for this was because the players had an almost-ridiculous run of luck in the first couple of hours of play.  They were winning at just about everything that they attempted.  At one point, Dom pointed out that dice had been rolled about twenty times, and the players had yet to have a single die come up with a 1.  Of course, once he said that, Murphy's law started to catch up with him.

The mayor never became an effective threat to the crew.  Strangely, a side plot produced a much greater threat than anything the mayor did.  When the crew learned that Belinda's boyfriend had borrowed money from a dangerous loan shark to clear her debts to the court, Herb Wolfson decided to go looking for said shark.  This local underworld figure was Clay Kirkwood - who had learned that he could easily fly under a village sheriff's radar while quietly running all of the loans and drugs trade in the area.

Herb went asking for information about Kirkwood too openly, and he was snatched off the street and taken to a meeting with the local crime boss.  Herb tried to convince Kirkwood that he needed a loan, but Kirkwood had already come to view him as a problem.  He promised that he would leave some money for Herb behind a bar, but when Herb went to collect it, he was tricked into picking up a bag containing drugs.  The police then arrived, and Herb found that he had been set up.  He managed to escape (and Angel later used her extensive range of costumes to disguise him), but he was effectively framed as a drug dealer.

I may actually have to re-write the character of Clay Kirkwood.  I had originally written him to be a minor bad guy for a side plot; not too clever but a little dangerous.  However, because of the way that the dice fell in play, he covered his back deftly and did a complete number on one of the crew.  Now Dom has a lasting feature on Herb's character sheet to reflect what Kirkwood did to him.  Perhaps I should re-write Kirkwood as a Foil - the Leverage game's concept of a recurring antagonist that might show up in other stories - like James Sterling (Mark Sheppard) in the television series.

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Elle was pro-active in using Angel's Idealist Talent on other characters.  It gives her a bonus when convincing others to do the right thing, and it was very effective for bringing people together to oppose the mayor.  It also provided one of the more interesting complications of the game.  Elle passed a test to persuade Furlow to do the right thing, but in the process rolled a 1.  So, the opposing candidate was prepared to take a stand against corrupt campaign financing, to such an extent that he returned the crew's money and politely refused to work with Angel.  He had looked into her PAC and got an inkling of just how dark Ted Camberley's dark money was!  This took away some of Furlow's power, but I think it actually made the crew like him more....


The game came to a conclusion with Furlow's election victory.  Those influential figures in the village supported him, and they made sure that documentary footage about the mayor's financial backers was broadcast to all of the voters.  This enabled the mayor to be toppled, and Furlow ceased to run a mayor's court, instead referring traffic and ordinance fines to the more conventional magistrates' courts.  The crew also managed to settle the debt that Belinda's boyfriend had to Kirkwood, although this was because Ted Camberley used the PAC money that Furlow returned to pay the debt.

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I was not as happy with this game as I was with The Sideways Job, partly because I did not really feel in the right place to portray characters myself.  I felt like I had a bad time trying to give colour to the game at times, but that may be a matter of perspective.

Nonetheless, I think that I learned a couple of useful lessons from the game:

1) I should have a mechanism for building to a climax.  The Leverage rulebook advises the storyteller to figure out what the "pressure" is in each game.  In my home-made modules, I write down what the pressure is, but what I need is a gauge - almost like the "doom track" in Arkham Horror games.  This would help the players to estimate how many minutes are left until midnight - how close they are to the Wrap-up Montage.  Such a gauge would not necessarily be a bad thing; it could represent the pressure that the player characters are putting on the bad guy.

In The Debt to Society Job, I had difficulty figuring out at what point we were ready to cut to the climax, and something to guide me in that regard would be useful.

2) I should have something to help players to create scenes.  Leverage is a somewhat unusual game, because it encourages players to be pro-active, rather than responsive to problems that the story-teller creates.  The Mark won't necessarily come to you; the players must think of creative ways to take the fight to him and his supporters.

This can seem great, but some players are better at being devious on the fly than others.  Also, when characters have cool powers, their players may become too focussed on how to get those powers into the game, even though they may have lots of other means at their disposal to take action.

Perhaps "user stories" would be a useful solution.  I have been using these at work, because they are helpful as means for lay people to set out to IT people what they need from a system.  They work well because they take input, which could include complaints and queries, and they help staff to express their business requirements in a constructive way: "I want to do X, so that Y will be achieved".

So, when players are trying to come up with scenes in which their characters are taking action, encouraging them think along these lines may help to get the ball rolling.  I could even provide lots of examples of what actions can be taken with the game's skills as further guidance.  Games can be challenging when some of the onus to introduce plot elements falls on the players.

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Some of the research that went into this game can be found under the following links:

The Outskirts of Hope

The "Kids for Cash" scandal
Maggots in private prison food
John McCain on Campaign Financing
PACs have to disclose their donors. Non-profits don't.

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