Law Level: Generally the players look at the law level digit in the UWP and figure they know exactly how much they can get away with on the planet they're going to. Many referees do the same thing without even thinking about how simply playing with the details can make all the difference in the world. In general Law Level encompasses several things: 1) How often people get hassled by the authorities. 2) Which weapons are legal/illegal. 3) Which vices are tolerated. 4) How much the government intrudes on peoples lives. For example; the United States is generally law level 6 on its way to law level 7 (IMHO). For weapons it is law level 5, however with the right license even a civilian with no criminal record may own a fully automatic weapon, which is law level 2. If you are convicted of certain offenses the government will keep track of you for the rest of your life (law level 9). Alcohol is legal with many restrictions, all other drugs are illegal, which is law level 7. Prostitution is illegal (law level 4) except for 1 county in the state of Nevada (law level 3). While I can say whatever I want and even criticize the government (law level 5), it may take weeks or even months to get a permit to do work my own house on my own property (law level 8). And finally, the US Supreme Court recently ruled that cities and states may simply take your real estate from you and sell it, without giving you just compensation in return (law level 10). As you can see the US runs the gamut of available law levels, and it is only 1 of about 200 countries on this planet. So just because your players see a number in a UWP doesn't mean they'll always know exactly what's going on. In general the listed law level shows which weapons are legal, but a lot of other details can be addressed to make each world your players travel to a unique experience. Also the listed law level doesn't necessarily reflect the "character" of law enforcement. To do that you'll also need to look at the government type. In general the more a government is answerable to the people the more protections the people have. This has almost nothing to do with the listed law level. An insulated government with a low law level might mean that while you'll almost never run afoul of the law, if you do you have little or no protections from the actions of the authorities. In an elected government a high law level might mean that every citizen is being constantly watched (or scanned, depending on tech level), but if you are arrested the authorities may have a long checklist of things they're required to do before they're even allowed to question you. Such as read you your rights, ask if you have any medical problems, provide you with a crisis counselor to deal with the stress of being arrested, provide you access to an attorney, allow you any number of phone calls (or instant message access), inventory your personal belongings and give you a receipt, give you a medical examination, and possibly even arrange for any medical procedures to be done to insure that you are healthy enough to stand trial. In Book 3 Worlds and Adventures it suggests that you roll 2D to determine if something is illegal on a particular world. My suggestion is that you make a list of things that are important to you and your players and either decide based on what you want the world to be like or make those rolls before play begins. That way you'll have a good feel for the world and the style of its law enforcement before the players even land. I know that most players instant reaction is; "That world has a real high law level, let's not go there!" After they spend some time on some of the worlds you've done a little bit of work on they may recognize the need to do a little homework of their own. This can go a long way toward removing the generic feel of every system that they pass through.