Blog Archives

Of Cops and Robbers

First off, read this brilliant analysis of 80s Action Movies by Max Gladstone. It is fantastic, especially if there’s any amount of literature geek in you at all.

Done? Okay, let’s proceed.

While I might quibble a little bit about Gladstone’s division of heroes into those who are gifted knowledge by destiny and those who earn metis by grit and cunning (I feel they are the same story operating by the same plot points, the same Campbell-ian elements, the same departure into and escape from the ‘special world’, etc..), the identification of classist divisions in different heroic stories is well done. Our heroes often exist on a series of hierarchical planes, and the stakes over which they struggle likewise change depending on this classification. Neo becomes the One whereas John McClane just gets to save his wife; Riddick rules the necromongers while Ripley escapes with Newt in dreamless sleep. The division there is real; both are heroic journeys, but the ‘elixir’ they return with (to use Campbell’s description) are of a fundamentally different nature. The two worlds they are destined to master are different.

Bromance before it was a thing.

Bromance before it was a thing.

That brings me to the topic of this post: the vaunted mythological provenance of the ‘Cops and Robbers’ drama. There are scores and scores of these stories – I scarcely need name them – but here we go: Lethal Weapon (all four), Beverly Hills Cop (both), Die Hard (and sequels), 48 Hours, Another 48 Hours, all the Dirty Harry flicks, Speed, the Rush Hour franchise, and so on and so forth ad infinitum. From The French Connection to Hot Fuzz to The Heat, people turn out to watch the boys in blue chase down the bad guys and bring them to justice. We eat it up, frankly – car chases, pithy dialogue, gunplay, and so on. It’s more than just that, though – all of those things I just mentioned can be found in a Bond movie, for instance, and that is a very different animal.

No, cop movies and the Cop Hero is all about class (or the lack thereof). The police officer is the everyman hero by definition. Even the crazy elite ones (Martin Riggs, for instance) exist within the realm of achievable ability. You – yes you – can become a cop. A cop’s job is to protect the innocent against the wicked and unjust. They are, by definition, heroic. Even though we understand intellectually that not all cops get to do such things and that the realities of police work are very, very far from glamorous, there is still a connection there you do not feel when watching James Bond or Harry Potter. These are not the elite masters of the Earth nor are they the mystical chosen one ordained by Providence to earn victory. They’re regular guys. They’re just like us.

Elements of the Cop Hero

There is more to being a Cop Hero though, than just fighting evil. All of them, to varying degrees, ascribe to the same basic archetype. Though fairly broad, this archetype is pervasive for a reason. Let me elaborate:

Problem With Authority

The Cop Hero does not feel it necessary to defer to those of higher rank. They possess the truth through the hardness and breadth of their experiences, and those above them have lost touch with such things. Whether they begin brazenly defying authority or they learn to do so over the course of their journey, in either case the result is the same: they have a higher calling than just following orders. For them, the fight to protect the streets is a passion more than simply a vocation – it is who they are. This is important to us as viewers in that it mirrors our own wishes to escape the bureaucracies that compromise our passions and deeply-held beliefs. We wish for the courage to call inept managers or superiors out on their nonsense. We hope to be bigger people than our mere job title permits. In the Cop Hero, we see potential in ourselves.

Troubled Personal Life

The Cop Hero might not be alone, but they are certainly distressed in their personal endeavors. Many are drunks, some are suicidal, almost all have poor relationships with women. Some rare few are harried by their wife or significant other or, perhaps, overcome with the responsibilities of familial life. If they have a daughter, she gets kidnapped; if they are married, their wife is threatened. Their home is literally and figuratively a battleground, whether it is due to the complete lack of domestic hygiene or because they do not and cannot control the behaviors of their family. This is, yet again, a call to the everyday and the commonplace. The battleground of the modern working adult is the work/life balance between career and home. It is an unwinnable struggle, however. As the modern man/father/woman/mother seeks to be their best selves in both places, sacrifices are inevitable in both arenas; this is a phenomenon mirrored by the cop drama, only with it magnified to extremes. The birth of the Cop Hero as we understand it arrives in synchrony with the fast-paced modern world of the mid-20th century in America, and this is no accident. Their struggle is the metaphoric extrapolation of our own.

Let's face it: this sounds like a really bad idea.

Let’s face it: this sounds like a really bad idea.

Unwavering Resolve

While this is a trait broadly applied to almost every hero, part of the Cop Hero’s identity is caught up with the choice he has in his work. The Cop Hero always has (or appears to have) a way out. He can give up, go home, and let the ‘authorities’ handle it. He has a job, a pension, a desk, and so on – he does not need to do what he does. His suffering comes as a result of his own decisions, not because fate has foisted them upon him. John McClane can surrender with the other hostages and let the Feds outside do their duty; Axel Foley can stay in Detroit, put his nose to his work, and write off the death of his friend as the result of a lifetime of bad choices. Unlike other heroes, their ability to Refuse the Call is unequaled. Something, however, keeps them going even though, by all outward appearances, their decision is self-destructive and pointless. Accordingly, fate rewards their stubbornness: McClane realizes later that all the hostages would have been blown up without his interference; Axel Foley is rewarded for his ingenuity and dedication with new friends and the vindication of his suspicions. The appeal of this behavior is fundamentally tied to the underlying myth of our culture: the American Dream. The pursuit of the illogical and audacious in the face of overwhelming negative reception and contrary evidence is sacrosanct to our country’s self-image, and the cop hero – everyman that he is – embodies this idea in his quest.

So it is, then, that we have heroes with badges standing up to corruption and evil in our modern world. That they fight criminals is almost incidental; the criminals, like the heroes that combat them, are largely metaphorical anyway. The Cop Hero is the embodiment of the modern American struggle itself and, therefore, it will always be with us and relevant. That we have moved away from it in some sense (as described by Gladstone) should come as something of a warning. If we cannot produce more of Riggs and Murtaugh or Axel Foley or John McClane, one wonders whether we have either resolved the problems that plagued us as a society in the past or whether we are simply forgetting who we are.

 

Going It Alone: The Die Hard Effect and RPGs

Let’s face it: anybody old enough to remember and love classic action movies admires John McClane. The flatfoot New York cop who, with his wits, grit, and wise-cracking mouth manages to foil professional mercenaries, terrorists, and renegade special forces operatives.

Face it: You’ve all imagined yourself in this situation

All by himself.

That’s the key, right there–himself. John McClane needs nobody, because everybody else is an idiot or a screw-up or actually working for the bad guys. Granted, the other cops in Die Hard: With A Vengeance had his back, but they were always a couple steps behind McClane. He was the real show. He made it all happen. And it was awesome. When I was a kid and, admittedly, even today, I often sit there and think to myself: if there were terrorists with machine guns storming this building right now, how would I get out of it? How could I get myself a machine gun (ho ho ho?)?

The Die Hard Effect

In RPGs, when a PC winds up having to go it alone against the bad guys with limited resources, I call it (and have heard it referred to as) ‘the Die Hard Effect’ or ‘Die Harding’. It can frequently be a lot of fun–it lets the player who is Die Harding feel both stressed out and really cool at the same time, and the other players who are playing second banana get to, essentially, watch a really suspenseful couple minutes where they hope their buddy has the chops to rescue them/find them/win the day, etc.. It has to be used responsibly, however and with caution, since there are a lot of problems with doing this without forethought.

Problem One: There is More Than One Player

It is pretty rare that you’ll be running a game with only one player present. If you’ve got a room full of people, spending a couple hours with only one of them playing is a bit rude at the worst or potentially boring at the least. Even the player getting all the attention can feel bad about it, sometimes.

The solutions for this problem are two-fold: First, limit the period of time the Die Harding would take. Less than an hour and you can probably get away with doing it in one shot and not overly ruffling anyone’s feathers. Second, have things for the other players to do, even if they’re less essential. Break up the Die Harding with other stuff (and there was other stuff going on in those movies, you know).

Problem Two: It’s a Big Challenge

Sometimes, even though you did your best to keep things fair, the PC who is Die Harding is hopelessly over their head. This sucks for them, and has the opposite effect intended. This becomes a prime opportunity to use the Idiot Ball or, conversely, give the player time to think out of their situation by switching to what the other players are doing (heck, the other PCs may even be able to help somehow). Whatever you do, don’t have the player feel embarrassed or stupid or like a failure–bad plan. If they fail, at least try to make that failure dramatic, cathartic, or spectacular in some way so that they will be talking about it for weeks to come.

Problem Three: “How Can The Same Shit Happen to the Same Guy Twice?”

Don’t Die Hard all the time. Just don’t. It’s a once-in-a-while thing to change the dynamic of the game for a session and make things exciting. If everybody is off doing their own Die Hard thing all the time, the end result of the Die Hard effect (feeling awesome) is diluted. It winds up being like at the end of the third movie, when McClane says ‘Yipee Ki-ay Motherf—cker’againand we all roll our eyes and think ‘get a new line, dude.’ Die Hard sparingly, and only in extreme moments where the stakes are high enough to justify the departure. I’ve found getting the rest of the party captured is a good excuse, or having one player get captured and have to escape alone. There are lots of other ways, too, but make sure whenever you do it, it is a departure from the norm rather than the norm.

I’ve had players Die Hard in my games frequently over the years, both in good ways and bad ways, both successes and failures. When it works, it’s some of the best moments of the campaign. When it doesn’t, you look around the room when you’re done running the session and see a lot of bored people and disappointed faces. I do recommend trying it, but do it right. Think ahead. Get everybody on the edge of their seats, and you’re doing fine.