Lenny for the Defense!
My buddy Lenard is playing a lawyer in our Kult RPG, and as someone who may benefit from this knowledge... here's an outline from an rpg.net article that may help with faking being a lawyer.
I'm Not a Lawyer, but I Play One in a Game
Number One: The Admissibility of Evidence
Evidence is not admissible if it's more prejudicial than relevant.
Number Two: Rights of the Defendant
A prosecutor or plaintiff who breaks the law can't convict a defendant of doing so.
Number Three: In my Chambers, Gentlemen
Sidebars and chambers meetings are intended to keep jurors from hearing what they shouldn't.
Number Four: Take Turns
Once the prosecution starts, each side gets to answer the other until both are done.
Number Five: Know the Elements
The prosecution or plaintiff must prove each part of the case, or they lose.
Number Six: How Much Proof Do You Want?
Tie goes to the defender, and in criminal cases only a shut-out beats him.
Number Seven: Exhibiting the Evidence
Testimony is what matters; physical evidence is for show.
Number Eight: Instructing the Jury
Eventually you have to explain what the law actually is.
Number Nine: Cite Authority
For game play, everyone should make up cases and say why they matter.
Number Ten: Law is More than Trials
Know something about the legal system outside the courtroom, too.
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