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Nerdarchy > Game Master Tips  > Advice on Security and Gaming from an Expert

Advice on Security and Gaming from an Expert

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“Vice may triumph for a time, crime may flaunt its victories in the face of honest toilers, but in the end the law will follow the wrong-doer to a bitter fate, and dishonor and punishment will be the portion of those who sin.”
― Allan Pinkerton


Security, at its basic concept, is the effort and mindset to keep those people and things one cares about safe. It is a goal I have dedicated over a decade of my life to as my “day job” is that of a security officer. In fact, on this day I continued my training with a defensive tactics, baton, handcuffs, and OC spray refresher course. This brings me to the very point I wish to convey with this article. Security is not the complacent thing that is portrayed in Hollywood and video games. In fact, in my time I have found that most security officers fit into one of very few categories that will be discussed later in this article. None the less, this is the first of what I feel will be many articles on security in gaming.

Security is a concept and way of thinking, and thus is easily adapted to any game at any level. The very precepts of it are often being done without us even being aware that we are doing it. Can you take a few seconds to name a few things you do to make your life more secure? I am sure you all thought of locking your doors, many would think of a firearm or such, some may have thought of porch lights, and one or two of you might have even named a fence or guard dog. None of these are wrong, but there is more to security than these, and ways to expand upon them.


To start, I would like to quote a fellow gamer friend of mine, one who happens to know a lot about security and its applications.

“I think that security leading to an encounter has to be a part of the build out. This is even more important when it’s a major component of an upcoming encounter.

You have to consider the leader of the location’s CR rating, race, class and stats, as well as terrain type and their likely wealth and follower levels. If a race of wandering desert folk – they may have tents and rapid pop-up for their towers etc., if goblins – they’re not the same quality of crafters as dwarves, so a keep built or occupied by them is likely not in great repair even if heavily occupied.

Then consider if there is any events or alliances that could further influence this. Examples being: leaders at war (would mean less experienced troops on the walls, perimeter, etc., as they would be at the battle site), is it a festival period (could mean lighter security, and more likely to be inebriated, having snuck off to participate, etc.).” – Chris Hunt, Branch Manager at Securitas Security Services

Through this quote I hope you can see how security can be applied at multiple levels and is not just posting guards. Let’s jump into the foundation of all security.


The 5 Ds of Security

Deter

This is the first concept and perhaps the most important. It is one part physical and three parts psychological. Most people think of this as simply, “Post a guard and no one will attack!” Well, as gaming has taught us, this is not exactly true. It still has a factor on multiple levels, though. How this comes into play will reveal a lot of meta gamers, which is something I like to do as a DM, and thusly I get to remind them what they would do is not what their character would do.

To describe deterrents, we should go into how the average person views them. If you knew you had to get into a place, you would look at how it is lain out and decide on points of entry and actions needed based upon what you see. Already deterrents such as lights, fences, foliage, proximity of assets to entrance points, and even signs stating “No Trespassing” are affecting your actions.  Through the positioning of such things, you will find that a facility and its assets are becoming more secure already.

How should you position things? Well, a properly set up facility will prioritize assets in a manner that will have a series of deterrents surrounding the primary asset. Yes, you want to protect your stock of arms, but you would likely have certain things more valuable such as VIP, magical equipment, or a location such as a portal or temple, placing the most valuable within the center, and the levels outside that being ever diminishing levels of value. Each layer should have deterrents that have to be factored in as one delves further and further within, such as lighting and fences along the perimeter, clearing away cover providing foliage (especially those that could be climbed to bypass a fence), and warnings such as signs that describe nasty fates for those who are determined to press on. I was always a fan of how villains of yesteryear would stake their opposition out on the perimeter. Hell of a deterrent, if I say so myself.

Detect

securityDetection is a powerful tool and one often overlooked by many. To be honest, I cannot say enough good about diviners and scouts. Knowing the enemy’s movements is invaluable in war. One of my favorite games I play now, For Honor, has an ability unique to the Valkyrie that detects and marks every enemy on the field. You would not believe how fast the battle will shift when that bad boy is activated. Never underestimate the power of detection.

How does detection get factored into gaming? Well, beyond the above mentioned things, you should think about how this can be mixed with deter. Namely that you can put enough space between a perimeter wall and an asset that an intruder would be hard pressed to sneak through. This is why there is so often large open areas surrounding prisons, and one of the many reasons why modern military bases have the same. This is further augmented by towers and the high ground manned by guards who can not only raise the alarm but rain death down upon intruders. Oh, that reminds me, alarms are not just technological in their design. Ancient people would hang metal, bones, or wood in alarm styles similar to chimes. In Japan, rice paper would be placed to announce the movements of intruders. In Wales, Scotland, and Ireland, there were many man-made hills that would be lined in a maze of spikes, noisy doors and such that would give out signals to announce the progress of a siege. In a fantasy world, one could augment detection with magical alarms and lights. In a tech world, their is everything from thermal scanning to simple perimeter break alarms.

The fact is, from goblin chimes to elven magic, you can factor in detecting those who wish to penetrate your defenses and to announce their presence. As long as you can see them coming, you will not be rocked to your heels. A very powerful tool is to use the senses you have that your foe may not, such as how the Drow are prone to staying between their enhanced darkvision and the limits of most creatures’ senses.

Deny

Denial is not just a river in Egypt. By Odin, I did not think I would actually use that line … anyway, denial is all about preventing unauthorized personal from entering a point of access while allowing those who are permitted to enter. Though this comes with an oft-ignored factor of the cost versus the effect. This cost is not just coppers and dollars, but also in loss of time. You do not wish to have the effort for authorized personnel be so great as to deter them from wanting to enter, as this rarely makes things worth it.

To achieve proper denial, you can factor in many simple things. Access control points, passwords, secret hand shakes, and to some degree locks, are all ways to deny that anyone can factor in. Denial can also be choke points where guards can funnel people into a defensible position or into a “kill zone.” Remember that traps laid out in some situations can be used to deny access, such as a moat of lava with a drawbridge that must be internally lowered.

Delay

Here we are four factors of security and defense in, and we are only just now getting to what most people think of when it comes to security. Locks on doors, physical barriers, and such things are all able to delay a person’s ingress. Mazes used by the Romans, Celts, and French are famous for their ways of frustrating troops with what at times were little more than sharpened stakes of wood. Anything that forces an intruder to take more time is a good delay that gives you more time to detect, deny, and deter those who are not supposed to be there. This is also a place where guards factor in, but only in the facet of how people will endeavor to avoid them. Hey, look, another security deterrent.

A few things that in gaming should be factored into security delays are traps, debuffs, and  magic. Things like the spells web, hold person, and others like that are all phenomenal to bring to bear in delaying. Furthermore, fire trap is a classic and amazing at exactly this feature by design. Slow effects are also a powerful effect not to be ignored; even if it’s not magical, such forcing them to drudge through snow or sand. Delaying an opponent can do wonders toward security and victory.

Defend

security guard

Antigua Guatemala: armed guard stands at the entrance of a jewelry store. (Photo credit: Wikipedia)

Here it is, the line in the sand, the proverbial Helm’s Deep. This is the spot most people get hung up on in regards to security, and one that is actually the last line of defense. Even in gaming, physical confrontation is not the first choice of defense. Because if it’s actually come down to this, the asset at your back, be it feet or rooms away, you can expect defenses are running thin. This is the point you have take downs, arrests, or other fun things. This is the part where every security guard will ask himself, “Am I being paid enough for this?” Loyalty, devotion, and such things are tested in the face of danger and combat. If the security defense force is well trained, fanatical, or well paid, they are very likely to not be willing to break and run. If they are just paid a small amount, or don’t believe in the cause, they are very likely to break and run.

Now, fighting and defending should be favorable toward the security forces under most cases, as it is their home turf where they have been planning for this very event. If they survive, they will likely analyse how this went down and improve security before the next breach. This goes along with the old trope of, “We only get one shot.” As thieves know that they only get one shot, and thus will go for it with everything they have. Truly a fascinating paradox.


Well, that is the first of my delving into security within gaming. I think I will be touching on this again next week. If this goes well, maybe I can make this a series. What do you think? I would love to hear your thoughts. I am thinking of busting out the minis and showing you all how to set up a few security defenses with visual aids. I actually got really excited about writing this one and can’t wait to tackle more. Let me know what you think on my Facebook and email below.

Play on PS4 or PS3? Did you know that Nerdarchy has a community that plays together often? Go ahead and search in the community section for Nerdarchy and for the player Nubz_The_Zombie!

Did I miss something? Have any Questions or Comments? Feel free to message me at www.facebook.com/NubzTheZombie or at nubz.the.zombie@gmail.com

Stay Nerdy,

Nubz (A person with over a decade of experience in security)

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Nigel Sanford

Nubz hails from the American Pacific Northwest where he has spent the last 24 years living the gamer life and running campaigns of all kinds. Through this he has managed to sate his acting bug and entertain many. Now a father, he wishes to pursue writing to leave a legacy in Nerd culture for his offspring to enjoy.

1 Comment

  • Terrick Hamilton
    August 5, 2017 at 1:40 pm

    A good article full of stuff worth thinking about I frequently see GM’s simply have guards and maybe one or two traps with a lot of enemy NPC’s only interactions being they roll perception to see if the party sneaks by or they roll initiative and are straight into combat serving as merely weapons with legs, can definitely say this made me want to make a fort in a future campaign.

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