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The Imperial Penal System

I have enjoyed the discussions so far

I just had some thoughts about the Imperial Penal system

What would happen to a penal/prison system of a world (or solar system) once it joined the Empire?
Would those convicted have a second chance?
Would a penal world were all the guilty are dumped (like Australia was) be considered a separate world and given status?

What would happen if the IISS landed on a world that was actually a penal world and did not know it was some other systems dumping ground?

If the prisoners some how were able to send a distress signal to a ship that had no knowledge that the world was a penal system?

Of course the above could also apply to a world that has a specialized, secret prison on a civilized world.

Dave Chase
 
What would happen to a penal/prison system of a world (or solar system) once it joined the Empire?
Depends on how you choose to handle worlds joining. It's usually portrayed as being a fairly long process, with the equivalent of a formal treaty required to be ratified to join. Think of it as how the Republic of Texas joined the USA, for example.

If the prison world is the claimed territory of some other polity, there's going to be some diplomatic stink raised, as recognition of the sovereignty of that other polity is going to prohibit grabbing chunks of their turf. However, if the original polity joins the Imperium, then there would presumably be some language in the treaty that covered joining that addressed the status of the subordinate world if the diplomats involved have enough brain cells to come in out of the rain. Member worlds have the right to pass their own laws, as long as they recognize some basic "sophont's rights" issues (defined by the GM, but should probably start at "no slaves", and go as far as the GM would like), though Imperial law does override in cases of conflict.
Would those convicted have a second chance?
If they can convince someone in a position of authority that their conviction or sentencing violated Imperial law, then probably; otherwise, it would seem unlikely. Obviously, this is going to depend on how you define "Imperial law" -- if you as the GM decide that it will include some sort of "freedom of religion" clause, then someone imprisoned for the crime of belonging to an unpopular faith could very well have grounds for an appeal. Will anyone dig deeply enough to find out what actually happened to the prisoners? Will the actual records be trumped up to make it look like they were all convicted of other crimes instead? Will the nature of the prison be made clear to Imperial officials, or might it be presented as a voluntary sequestration? ("Those guys? Oh, they're monks, who have chosen a life of solitary contemplation and celibacy to demonstrate their dedication to the Flying Spaghetti Monster. No, they renounce all non-essential technology, so you can't call them to ask about it.")
Would a penal world were all the guilty are dumped (like Australia was) be considered a separate world and given status?
Someone's going to have established sovereignty over the world -- you'll note that (for example) France never tried to seize Australia once it had become clear that Britain laid claim to it. While it's possible that various parties might press for a penal world to declare its independence and then apply for Imperial membership, the Imperium has to establish some position in regard to the sovereignty of all neighbor states, and that position will define what can happen next. There's no "astra incognita" where unknown polities with no previously-defined relationship to the Third Imperium could exist, at least in games not set in something like Milieu Zero. Biting off a world like that would require failing to recognize some other polity's claim to the world; it's a very aggressive diplomatic move.
What would happen if the IISS landed on a world that was actually a penal world and did not know it was some other systems dumping ground?
Why wouldn't they know? There's got to be some sort of orbital presence to keep unfriendlies from arriving and either freeing prisoners or providing them with things that the imprisoning government probably doesn't want them to have. When the Scouts do their initial survey, they'll certainly spot that orbital presence, and try to figure out what it is, and who put it there.
If the prisoners some how were able to send a distress signal to a ship that had no knowledge that the world was a penal system?
Things like "political allegiance" will be some of the most basic information available in any sort of navigational database. You may not have detailed physical information, and your communications codes may be years out of date, but "this system belongs to Polity X" is just about at the same level as "stellar class" or "habitable world present".

The details of "this is a prison" may not be included, but the local pickets will certainly be a clue of some sort. The absence of proper port facilities and navigational aids will be an issue as well. There's going to have to be some explanation for how the inhabitants got where they are, how they knew to signal passersby, what they're doing there in the first place, and why their living situation is the way it is. It's going to be hard to pass themselves off as survivors of a wrecked ship when there's no wreckage to see, and they may or may not have any particular equipment that you'd expect even shipwrecked spacers to have. There's also the question of what sort of things were provided for the prisoners, and do they match up with the story; do they have any clothes that aren't orange jumpsuits labeled "Republic of Whatsis Penal Colony", for example?
 
Thank you for your thoughts :)

....
Dave Chase said:
What would happen if the IISS landed on a world that was actually a penal world and did not know it was some other systems dumping ground?

Why wouldn't they know? There's got to be some sort of orbital presence to keep unfriendlies from arriving and either freeing prisoners or providing them with things that the imprisoning government probably doesn't want them to have. When the Scouts do their initial survey, they'll certainly spot that orbital presence, and try to figure out what it is, and who put it there

.......

What you mentioned here is a possibility but
You are also assuming that the dumping world will post guards/satellites around the penal world.
This might not be the case in a situation of first contact between Imperial and local with in the solar system.

Also with the last response, again the assumption that some type of warning or information system would warn others of the world might not exist.

I went along with everything until you mentioned the lack of facilities or wreckage would be a dead give away. I have to disagree slightly.

X or E type port might exist on the planet (since they are just a generalization of what actually might be considered a port.) Unless of course they just let them parachute in (here you go have fun now jump or be shot.)

As for wreckage, they (prisoners) could just spin a tale of being stranded because they did not get along with or agree with those who left them there. Which even under a truth detection device/PSI this would show being a true statement.

But thank you for your response. I enjoy reading others thoughts to my and others questions/comments. ;)

Dave Chase
 
You are also assuming that the dumping world will post guards/satellites around the penal world.
This might not be the case in a situation of first contact between Imperial and local with in the solar system.
It actually assumes that the world sending the prisoner has some level of regular interstellar travel, and is interested in something besides "We're going to hustle you offworld". For example, let's say that Jimmy the Fixer gets on the wrong side of the planetary authorities, and they decide that the best resolution is to ship Jimmy off to some penal world.

If there are no guards at the penal world (or any other system to keep nosy people away), then what's to stop Jimmy's friends from getting a ship of their own from somewhere, and going out to pick Jimmy back up? Sure, he might be stuck out in the wilderness for a while until they can figure out just what system he got taken to, and arrange the ship, but it's hard to imagine that being more than a few weeks at most. That's not much of a punishment, if you ask me.
I went along with everything until you mentioned the lack of facilities or wreckage would be a dead give away. I have to disagree slightly.

X or E type port might exist on the planet (since they are just a generalization of what actually might be considered a port.) Unless of course they just let them parachute in (here you go have fun now jump or be shot.)
Since an X means "there is no port, just a bare patch of ground", it's pretty much the default. A class E has a bare patch of cleared bedrock and some landing lights, and maybe the equivalent of a trailer with a radio, a desk, a coffee maker, and a vending machine; one would also presume there's at least a GPS constellation and some sort of nav beacon saying "port clearing and office located at latitude X and longitude Y, landing beacon on frequency K, call on frequency Z to wake up the portmaster".
As for wreckage, they (prisoners) could just spin a tale of being stranded because they did not get along with or agree with those who left them there. Which even under a truth detection device/PSI this would show being a true statement.
"Wow, you got stranded? Who left you here? What kind of disagreement did you have that made them strand you here? Were they going to tell anyone about you?" "You ask too many questions for rescuers. We got abandoned, now shut up and let us on board." "Um, no."
 
If there are no guards at the penal world (or any other system to keep nosy people away), then what's to stop Jimmy's friends from getting a ship of their own from somewhere, and going out to pick Jimmy back up? Sure, he might be stuck out in the wilderness for a while until they can figure out just what system he got taken to, and arrange the ship, but it's hard to imagine that being more than a few weeks at most. That's not much of a punishment, if you ask me.

Just a thought; maybe orbital pickets are not really necessary.

The situation with Australia was such that Jimmy's mates were just not able to get a ship and sail to the ends of the Earth to pick him up. Only the Empire had that sort of reach.

The Traveller equivalent might be that inmates are iced (or carried on a prison ship as part of the sentence) and shipped to a prison world on the opposite side of the Imperium.

Jimmy's mates would require at least a couple of years for him to reach the prison world, then a year or so for communication of his destination to reach them, then a couple of years more to reach and rescue him, even if they were rich enough to do it.

No locals would want to break out prisoners they didn't know, unless they were very well paid, and the communication issues would make them (and Jimmy's mates) very skeptical about a reliable contract.

Only members of Imperium-wide organised crime syndicates would have 'connections' to make this sort of prison break, and those prisoners would be detained in a different way.
 
Only members of Imperium-wide organised crime syndicates would have 'connections' to make this sort of prison break, and those prisoners would be detained in a different way.

I'm of the mind that if you're patrolling, there is probably a patrol group able to warn and repel idle intruders. Maybe based out of a basic highport that also monitors the surface for academic curiosity.

If the criminals are members of a syndicate, they may be able to bribe the commander of the patrol group. Seems to me that however you break some out, it's likely to be an inside job. Imagine how bored/underpaid the unlucky IN dude is who gets to be captain of a prison world patrol group.
 
The Traveller equivalent might be that inmates are iced (or carried on a prison ship as part of the sentence) and shipped to a prison world on the opposite side of the Imperium.

Jimmy's mates would require at least a couple of years for him to reach the prison world, then a year or so for communication of his destination to reach them, then a couple of years more to reach and rescue him, even if they were rich enough to do it.
According to the original scenario, the poster was envisioning a "first-contact" situation, so there doesn't seem to be a really plausible way for a really long-distance transfer of prisoners to fit into that setup. The cost associated with shipping a prisoner in cold sleep (even as cargo) would seem prohibitive.

There's an easier way to figure out where Jimmy's going, too; bribe someone involved with the disposition of prisoners, or hack the system that keeps track of where they're going. While it might happen that someone might keep all the details secret, it'd be hard to do; there's the courts and their associated staff, and the crew of the ships that carry the prisoners, and the bureaucracy that oversees the transfer, just off the top of my head.

There's also the possibility if there aren't any actual guards at the destination that corrupt officials might just let Jimmy go free if a sufficient bribe was offered. After all, if there's nobody at the destination to contradict their word that says he got transported... it's hardly their fault if Jimmy disappears from someplace hundreds of parsecs away, is it, especially if they weren't allowed to keep an eye on him? They can pocket the money that would have gone into shipping him to the destination, add his bribe to that, and all for just letting him go. Easy money!
 
What you say makes sense, Cap. Someone with more time than me would need to figure out why this didn't happen Down Under and try to match their findings to the Traveller scenario.
 
I'm of the mind that if you're patrolling, there is probably a patrol group able to warn and repel idle intruders. Maybe based out of a basic highport that also monitors the surface for academic curiosity.

If the criminals are members of a syndicate, they may be able to bribe the commander of the patrol group. Seems to me that however you break some out, it's likely to be an inside job. Imagine how bored/underpaid the unlucky IN dude is who gets to be captain of a prison world patrol group.

I would imagine that the captain of a prison world patrol group is effectively the prison governor, or may be liaising with a permanent prison governor. Either way, the guy in charge is likely to be a political fanatic whose ideology/reputation is far more important than his salary. Positions of responsibility IMTU require stringent psych reports.

I'm not saying an inside job couldn't be done, but players IMTU would need to think a bit deeper than sailing in under a white flag and slipping the boss man a couple of fiftys. ;)
 
What you say makes sense, Cap. Someone with more time than me would need to figure out why this didn't happen Down Under and try to match their findings to the Traveller scenario.

Well, Australia was never a "ship them blind, with no one on the other end" situation.

There was a full colonial government, with a Governer, army contingents, etc.

The prisoners were not just being shipped off to be forgotten about, they were being sent to do the hard work of carving out a colony in a new land, too.

Also, very few of those "transportees" were sent there for life... the Irish folk song "Black Velvet Band" gives an example of this... "and seven long years is your sentence, you're going to Van Deimen's Land*...". *(Tasmania)

The prisoner was freed after his sentence was over, but he then had to pay to go home. Since virtually all released prisoners had no money, they had to find work, and save for their passage back... and very few managed that part. Most became permanent settlers.

A purely penal colony, with only prisoners, would be an entirely different situation than Australia ever was.
 
Lots of good ideas in this thread.

IMTU

Once a person gets to the point where they will be going to a Imperial SuperMax facility (lost last appeal, for murder of a noble, or high treason for example) they lose all rights and privileges of a citizen of the Imperium, their names are removed from all legal records and all personal and financial information on the individual is erased, for all intents and purposes the individual ceases to exist.

The individual is then assigned a number at random, marked, and injected with ID tags and enters the SuperMax system with no identity. The type of punishment is usually determined by the court at sentencing or by noble request or imperial decree, and the options include.

-Hard labor for life as an asteroid miner/terraformer (a short and brutal one)

-Banishment to a remote untamed world and either dropped off to fend for themselves or assigned to terraforming units where the only way to survive is to work together to get the terraforming machinery to the next drop point where supplies are waiting. If the prisoners survive the terraforming operations they are allowed (forced) to settle the new world and prepare the necessary infrastructure necessary for the first colonist to survive.

-Impressments into the Imperial forces (i.e. suicide squads, or special Saudakar type units)

-Farm, factory, or specialized labor on a low to mid tech world out in the frontier regions of the Imperium (this is by far the best of the options in terms of survival).

-Put into low berth for other uses (military or scientific experimentation)

-Repatriation and assignment to labor worlds (mind wipe and brain-wash, these methods are blunt and brutal often leading to death or permanent brain injury.)

-Immediate termination (disintegration or spacing)

Prison worlds are direct holdings of the Emperor and fall under his authority alone. They are clearly marked as red or amber zones and are surrounded by beacons or military instillations to deter private investigation. These worlds are patrolled by remote robotic units (land, air and space) that are programmed to shoot first and not ask questions and/or career military/political units whose advancement up the ranks depends on proper administration of the emperors prisoners (no escapes and you get to advance from admiral to grand admiral, or a noble title, any major screw ups and it may be back to the scullery)

Attempts to rescue prisoners from, bribe officials or interfere in any way with the operation of this system is an Imperial offense and subject to the above punishments.
 
What you say makes sense, Cap. Someone with more time than me would need to figure out why this didn't happen Down Under and try to match their findings to the Traveller scenario.
It's like BlackBat says; Australia was set up differently, like a real colony would be. It's easy to come up with ways that an actual penal world could work, though they seem unlikely to be economical. The long-term effects of such a project would be somewhat similar to how Australia has turned out, but any significant changes might have dramatic effects down the line.

For example, if you're shipping male and female prisoners, will you enforce birth-control measures on them? What is the legal status of their putative offspring? Is anyone else allowed to immigrate to the world? What sort of sentence gets you sent to a penal world, and is it always a life sentence?

There's going to be a big difference in a penal world that gets short-term transportees doing time for nonpolitical offenses, and a penal world that is the site of a massive influx of a group transported for a political or religious reason, forbidden to ever return. There's also going to be differences based on how much structure is provided by the owning polity; dropping prisoners off with nothing but orange jumpsuits and farm tools with a mandate to get the next brillberry crop harvested in six weeks, and the only people who get winter clothes are the ones who bring twenty bushels to the pickup point will provide a harsh setting, but if there's a working social setting, with authority figures and positions for newcomers to step into and contribute to the wellbeing of the community, you'll get a much calmer outcome.

In general, I don't like the "penal world" setup, as it depends on defining the nature of the originating world and its relationship to the penal world, which is an awful lot of work for a GM. It also keeps at least a week's delay between events that happen at the penal world and the controlling world, which could let situations get totally out of hand, so it seems impractical. That's not to say that it couldn't happen, especially in some other context like "involuntary colonist", but it's going to require extra effort to create and to sustain.
 
Lots of good ideas in this thread.

IMTU

Once a person gets to the point where they will be going to a Imperial SuperMax facility (lost last appeal, for murder of a noble, or high treason for example) they lose all rights and privileges of a citizen of the Imperium, their names are removed from all legal records and all personal and financial information on the individual is erased, for all intents and purposes the individual ceases to exist.

Thanks Rock Viper - these are some fine ideas. All of them offer interesting character development opportunities and can enrich a back-story. I'll be stealing liberally ;)
 
Thanks Rock Viper - these are some fine ideas. All of them offer interesting character development opportunities and can enrich a back-story. I'll be stealing liberally ;)

Glad to be of service, I have always wanted to throw a group of PCs into a Escape from New York/ No Escape type of situation.
 
I thought about it for a while

My post are also assuming that there is some culture differences than the typical Imperial.

I really like all the ideas for a penal system under Imperial control.
How about Seven Swords, Vagr, Hiver (as if) and etc.

I think that the culture mindset is important when considering any social activity.
Even in America, Jewish, Muslin, Christian, Rural, Urban, East Coast, West Coast, Rebel, Yankee, each state laws on penal and etc are different.

But please don't stop talking about the great and might correct Imperial system, may it always live.

Dave Chase
;)
 
Cold-Branding is probably a major Vargr punishment... mark of the pariah, and automatic shunning... That and de-furring.

Stranding is probably the worst possible vargr punishment. Sure, you're the top... but there's NO one below you.
 
So here's what I've got set up for the PC's:

Rather than a "supermax" facility, which would be covered by marooning or other severe punishments, this facility was designed to rehabilitate or "reeducate" offenders.

Upon arrival, new prisoners are acquainted with the shape of their lives to come. First they are offloaded from the prison transport and brought into the showers, where they are lined up 20 at a time into pearl-white stalls and blasted with two beams of high pressure water mixed with detergent/anti-fungal/anti-bacterial agents until they are sterilized. Their heads and body hair, and facial hair with the exception of eyebrows and lashes, are then shaved. Blood samples and EM scans are taken to verify DNA and biometrics, acquire a baseline bio-signature and assess general health. They are dressed in their penal costume, non-descript white tunics and pants, and implanted with their manacles. This is done automatically, by having their heads forced into a brace, with a computer surgeon completing the procedure within about 90 seconds. They are notified about their prisoner id number, asked to repeat it, and asked to repeat it again. They are no longer referred to by their real names.

A manacle is an electronic monitoring device about the size of a penny fastened to the upper jawbone. It is a small networked computer, which connects to other manacles in close vicinity via wireless radio; as long as someone is within range of a security node, the whole network is connected to the Warden. The Warden is the central security computer. Through the network, the Warden monitors everything that is said and heard by the prisoners, their position, their condition, heart-rate, etc. The Warden records and archives things that are said, but only flags specific keywords and intonations for monitoring by human security personnel. This information is compiled and analyzed on a day by day basis. The upper administrative staff and the Duchess herself take an interest in the inmates, constantly scouting for skilled and obedient workers who can be promoted to jobs of greater responsibility, and disobedient unreliable workers who can be downgraded to the most dangerous and debilitating work.

A manacle is also equipped with a reservoir of chemicals synthesized from the inmate’s bodily fluids. This includes a muscle relaxant that makes it extremely difficult to move – (Endurance, Staggering, Spectacular Success = only a +2 DM to physical tasks during the duration of the drug, Spectacular Failure = total blackout, possible heart failure. Normal Success gives a +5 DM to physical tasks. Drug lasts about 20 minutes.)

With a properly linked manacle, talk of the prison, the prison administration or the world ruler be recorded and evaluated. Mention of the word “escape” or intimation of the concept of escape will earn the character an immediate stripe. An escape attempt will earn a character three. (See below.)

They are then shunted into the corral, where they are pushed by security robots into the assembly area. The security robots are not designed to be lethal, since the manacles can deliver their debilitating payload without difficulty, effectively neutralizing any major disturbance. In reserve, security personnel carry lethal weapons, but have yet to use them.
 
The prison is divided into five ranges, each smaller than the last, and each more privileged than the last. The main range contains 11,311 inmates, including the player characters, and represents the lowest stratum of Kaim IV society. Inmates in this range eat only nutrient sludge, and have only one socialization shift before they are led back to their cells. Their cells are sleep coffins. They work the longest shifts (13 hours) with the fewest breaks and generally work breaking ore from the walls and hauling it to the conveyers. They must make a Difficult task against Endurance to avoid collapsing, and incurring the wrath of the foreman. (+2 DM if Str is B-C, +1 if Str is 9-A, no DM if Str is 6-8, -1 if Str is 4-6, and DM -2 for Str below 4.) More of their day is taken in transport – typically 3-4 total hours getting to and from the mining camps. With an hour each for dinner and breakfast, and one socialization shift, that leaves the lowest range with an average of five hours of sleep. Most inmates sleep in transport.

The second range contains 6,036 inmates, and has slightly more varied food and two socialization shifts. They work in slightly less arduous tasks such as working the ore processors, shuttling ore to the loading areas, and maintaining the main area of the mine. Others are on track to work as foremen or move up to the third range. They have the same shift length but more frequent breaks. They make an Average End task with the same modifiers. Their cells are very small rooms, about 2m cubed. They can stand up, barely. They wear pale yellow uniforms.

The third range contains 2,467 inmates, who have access to the occasional piece of real food. They have three socializations shifts, made possible thanks to their shorter work shifts (12 hours.) They work at Sudar City, but in the advanced ore processing and refining areas. Those who work at KCC are spared the long transport time to the mines. They are the first group that can gain a full 8 hours of sleep in their cells, proper rooms 3m*3m*2.5m. They can accumulate and store some property in their rooms, usually excess food and trinkets. “Private” verbal contact in the cells is permitted during socialization shifts, but sexual activity is strictly forbidden and results in immediate demotion. They wear orange-red uniforms.

The fourth range contains 812 inmates. They have meals that resemble real food, and four socialization shifts – a total of four hours of “free” time. They work 10 hours, working maintenance duties around Sudar City (cleaning, tending permaculture, shuttling freight and packages, etc.) Though repetitive and unrewarding, it is light work by Kaim IV standards. Private verbal contact is widely permitted. Sexual contact is officially prohibited between inmates, but prostitutes are made available on a monthly basis. For this reason alone, promotion to the fourth range is highly coveted among male inmates. Cases of fourth range inmates “giving” up their sexual encounter in return for large favours among the lower stratum are not unheard of. Cells are the same size as the third range, but they have furniture and inmates are allowed to accumulate a wider variety of contraband without risk of seizure. They wear blue uniforms.

The fifth and final range contains the remaining 180 inmates. They are the elite of Sudar City’s inmate population, and typically have placement in the Kaim Correctional Corporation doing menial administrative tasks. Though they still wear their black uniforms, they are allowed to mingle with free individuals. They work eight hour days and do so only during the day – unlike other ranges, they aren’t divided into a day shift and a night shift. The rest of their time is given to socialization shifts and eating. Contact with each other is fully permitted (though rigorously vigiliated.) They are given encounters with prostitutes once a week – something they often use to control other inmates. They are in many ways far more privileged than poor, free men, and they are reminded of it constantly. Their freedom is given precisely because they have become so self-programmed that they are certain not to run away. The leaders of the two prison gangs are in this range. They spend their ample time engaging in machinations with the other inmates at the behest of the prison administration and for their own purposes. Their cells are the size of a modest bedroom, and contain a twin-sized bed and various minor amenities.

A single socialization shift is one hour long. Since the KCC mines work around the clock, at any given time, approximately half the prison population (and required support staff) are at work. This means there are two sets of prison life that rarely meet. Prisoners are often shifted from the night to the day shift. Only the members of the fifth range have time to socialize at both ends. During socialization, there is no prohibition for inmates as far as range is concerned – oranges can be found with the whites and vice versa. However, the inmates themselves, through the power of the gangs, exert tight control over the movements of the lower strata, and only invite them into higher strata for the purposes of granting privileges in return for favours. Thus the ruler of the prison world focuses the anger of the lower strata towards other prisoners for the exploitation they receive.
 
How about Seven Swords, Vagr, Hiver (as if) and etc.

Some ideas:

Solomani - other than summary execution there's the voluntary penal battalions (shock troops with primitive weapons), parole if you survive

Hiver - chemically induced compliance; focused manipulation to remove the anti-social tendencies; this would probably work for Hivers and non-Hivers alike

K'kree - isolation from the herd would be torture for any K'kree; can't imagine anything worse

Aslan - in general, public humiliation and loss of all holdings; removal of dewclaw for violent offenders; neutering for persistent offenders (removal from the gene pool); marooning or exile would be the final option

Vargr - corporal punishment seems their cup of tea; I like the idea of tattoos, brands, or scars; what about removal of all four canines or bobbing the tail and ears? Whatever it is, it should be easily differentiated from battle scars or anything else honorable

Zhodani - "Good morning, friend. Can you remember your name? That's okay, we have a new one for you."

The real question is do the other races know an alien criminal when they see one?
 
My post are also assuming that there is some culture differences than the typical Imperial.

I really like all the ideas for a penal system under Imperial control.
How about Seven Swords, Vagr, Hiver (as if) and etc.

I think that the culture mindset is important when considering any social activity.
Even in America, Jewish, Muslin, Christian, Rural, Urban, East Coast, West Coast, Rebel, Yankee, each state laws on penal and etc are different.
I think it's important to remember that there are likely to be big differences between an Imperial penal system and the ones of various and sundry member worlds. Those subordinate units will handle most crimes (much like states handle most crimes in the US), although there will also be some offenses punishable under Imperial law.

For me, the most interesting angle is playing with ideas about how different cultures might approach the issues behind dealing with criminals. I really don't like the idea of a monolithic "Imperial culture"; these are individual worlds, with different demographics, different origins, different outlooks, and wildly different histories. Sure, wildly unstable approaches will probably have collapsed, but it's certainly possible for there to be Imperial member worlds with radically different approaches to every aspect of civil governance.

To deal with a penal system, you have to figure out what the culture's ultimate goal is in dealing with criminals. Are they looking to rehabilitate them, or punish them, or just protect the larger group from the depredations of the criminals? That's going to have a major difference on how criminals are treated; a system whose overall purpose is to punish criminals and ensure that their victims are compensated for their loss will look very different from one that treats criminal behavior as a manifestation of social maladjustment.

From a roleplaying view, it gives a strong sense of "this is someplace new" to your players if you change some of the assumptions from whatever their culture holds to be true. If you don't work on some of the obvious consequences, you'll have a problem with suspension of disbelief on the part of the players, but that's why the GM gets paid the big bucks, after all. :)
 
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