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SevenSidedDie
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My players are newly awakened mages (Mage: the Ascension 2nd edition) living in a near future in a metropolis in the European Union which is developing into a surveillance and military state union—a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but have had sufficient alibis good enough to not be arrested in the first place.

Now the story is evolving and I am not sure how to portray the behavior of this complex society. The players have begun asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer, etc. They have in-game jobs to do, with vacations and family and all—the game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible.

But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression that the suspicions by the police, etc., are meaningless. I.e., I want bureaucracy and legal stuff but I want it to happen in a way that is a) persuasively harassing but b) doesn't take too much attention within the game play (there are other plots which I prefer to be in focus). How can I deal with these contrary goals?

My players are newly awakened mages (Mage: the Ascension 2nd edition) living in a near future in a metropolis in the European Union which is developing into a surveillance and military state union—a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but have had sufficient alibis to not be arrested in the first place.

Now the story is evolving and I am not sure how to portray the behavior of this complex society. The players have begun asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer etc. They have in-game jobs to do, with vacations and family and all—the game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible.

But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression that the suspicions by the police, etc., are meaningless. I.e., I want bureaucracy and legal stuff but to happen in a way that is a) persuasively harassing but b) doesn't take too much attention within the game play (there are other plots which I prefer to be in focus). How can I deal with these contrary goals?

My players are newly awakened mages (Mage: the Ascension 2nd edition) living in a near future in a metropolis in the European Union which is developing into a surveillance and military state union—a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but had alibis good enough to not be arrested in the first place.

Now the story is evolving and I am not sure how to portray the behavior of this complex society. The players have begun asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer, etc. They have in-game jobs to do, with vacations and family and all—the game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible.

But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression that the suspicions by the police, etc., are meaningless. I.e., I want bureaucracy and legal stuff but I want it to happen in a way that is a) persuasively harassing but b) doesn't take too much attention within the game play (there are other plots which I prefer to be in focus). How can I deal with these contrary goals?

added 17 characters in body; edited tags; edited title
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SevenSidedDie
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How to simulate life in a surveillance societycan I make an overbearing government's unwelcome attention convincing without it dominating screen time?

My players are newly awakened mages (Mage: the Ascension 2nd edition) living in a near future in a metropolis in the European Union which develops tois developing into a surveillance and military state union - aunion—a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but have had sufficient alibis to not be arrested in the first place. 

Now the story is evolving and I am not sure how to simulateportray the behavior of this complex society. They beginThe players have begun asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer etc., they They have in-game jobs to do, with vacations and family and all - Theall—the game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible. 

But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression, that the suspicions by the police, etc., are meaningless etc. I.e., I want bureaucracy and legal stuff but it shallto happen in a way that is a) persuasive molestingpersuasively harassing but b) not takingdoesn't take too much attention within the game play (there is some plot as wellare other plots which I prefer to be in focus). How could I deal with these contrary goals?How can I deal with these contrary goals?

How to simulate life in a surveillance society?

My players are newly awakened mages living in a near future in a metropolis in the European Union which develops to a surveillance and military state union - a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but have had sufficient alibis to not be arrested in the first place. Now the story is evolving and I am not sure how to simulate the behavior of this complex society. They begin asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer etc., they have in-game jobs to do with vacations and family and all - The game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible. But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression, that the suspicions by the police are meaningless etc. I.e. I want bureaucracy and legal stuff but it shall happen in a way that is a) persuasive molesting but b) not taking too much attention within the game play (there is some plot as well which I prefer to be in focus). How could I deal with these contrary goals?

How can I make an overbearing government's unwelcome attention convincing without it dominating screen time?

My players are newly awakened mages (Mage: the Ascension 2nd edition) living in a near future in a metropolis in the European Union which is developing into a surveillance and military state union—a transition which is directed by the Technocracy. As the story developed they were involved in several crimes but have had sufficient alibis to not be arrested in the first place. 

Now the story is evolving and I am not sure how to portray the behavior of this complex society. The players have begun asking themselves (and me) if they have to expect formal prosecution, they already have been talking to a lawyer etc. They have in-game jobs to do, with vacations and family and all—the game has a pretty dense atmosphere and we all prefer to play as much real life stuff as possible. 

But I neither want to lose myself (and them) in bureaucracy and legal stuff (which most of us do not really know in real life) nor do I want to give the impression that the suspicions by the police, etc., are meaningless. I.e., I want bureaucracy and legal stuff but to happen in a way that is a) persuasively harassing but b) doesn't take too much attention within the game play (there are other plots which I prefer to be in focus). How can I deal with these contrary goals?

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Largo
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