Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6

Author Topic: Kingpin: A suggestion game of criminal enterprise.  (Read 7044 times)

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #45 on: April 02, 2016, 10:40:32 pm »

I'd suggest trying to Directly Approach the Vipers to see what is up. Something has to be going on if they are losing their grip on the protection racket. We have the reputation and skills required to solve their problems in that area, and could use both work and allies. If they are a small enough gang, we might even be able to gain influence and take control over them relatively quickly.

It's worth noting that i would consider this and actions like it an Execute action. Meaning it is potentially one that can be prepared for, though that's for future reference as much as anything.
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #46 on: April 02, 2016, 11:15:55 pm »

I'm not sure how I would flavor such preparation, outside of digging up information, which would be a search action.
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #47 on: April 02, 2016, 11:59:22 pm »

Yeah, i mostly stated that for the benefit of better understanding of the mechanics.
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #48 on: April 03, 2016, 09:23:18 pm »

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search out any local businesses who could be persuaded to switch from the Vipers' protection to ours. (If this is included in the preparation, the thugs should join the execution teams.)
S. 2; T. 3&4: Prepare to muscle in on some protection rackets, as recommended by the searchers.
S. 3; T. 5&6: Execute said protection-racket-muscling-in.

Is that a good format for suggesting actions?

How about this?

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search for any information reguarding the protection racket and why the Vipers are losing their grip.

Then share the results of the search and poll the gang. Ask if they think we are better off trying to muscle in on the Vipers or working with them. Based on the results of the poll, Sascha 3 & 4 will prepare an appropriate action and Sascha 5 & 6 will execute it.
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #49 on: April 03, 2016, 10:16:28 pm »

How about this?

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search for any information reguarding the protection racket and why the Vipers are losing their grip.

Then share the results of the search and poll the gang. Ask if they think we are better off trying to muscle in on the Vipers or working with them. Based on the results of the poll, Sascha 3 & 4 will prepare an appropriate action and Sascha 5 & 6 will execute it.
+1 This is a good compromise.
Logged
Max avatar size is 80x80

High tyrol

  • Bay Watcher
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #50 on: April 03, 2016, 10:32:02 pm »

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search out any local businesses who could be persuaded to switch from the Vipers' protection to ours. (If this is included in the preparation, the thugs should join the execution teams.)
S. 2; T. 3&4: Prepare to muscle in on some protection rackets, as recommended by the searchers.
S. 3; T. 5&6: Execute said protection-racket-muscling-in.

Is that a good format for suggesting actions?

How about this?

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search for any information reguarding the protection racket and why the Vipers are losing their grip.

Then share the results of the search and poll the gang. Ask if they think we are better off trying to muscle in on the Vipers or working with them. Based on the results of the poll, Sascha 3 & 4 will prepare an appropriate action and Sascha 5 & 6 will execute it.
1+
Logged

NRDL

  • Bay Watcher
  • I Actually Like Elves
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #51 on: April 04, 2016, 02:59:56 am »

How about this?

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search for any information reguarding the protection racket and why the Vipers are losing their grip.

Then share the results of the search and poll the gang. Ask if they think we are better off trying to muscle in on the Vipers or working with them. Based on the results of the poll, Sascha 3 & 4 will prepare an appropriate action and Sascha 5 & 6 will execute it.
+1 This is a good compromise.

Changing to this +1
Logged
GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

TopHat

  • Bay Watcher
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #52 on: April 04, 2016, 06:03:53 am »

I love how a major argument for taking the thugs was that they'd be easy to push around and now we want them to decide major items of policy for us.
Logged
I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Lermfish

  • Bay Watcher
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #53 on: April 04, 2016, 12:05:16 pm »

How about this?

Sascha 1: Search for any information about those caches and safehouses, or any old associates who might know of them.
Thugs 1 & 2: Search for any information reguarding the protection racket and why the Vipers are losing their grip.

Then share the results of the search and poll the gang. Ask if they think we are better off trying to muscle in on the Vipers or working with them. Based on the results of the poll, Sascha 3 & 4 will prepare an appropriate action and Sascha 5 & 6 will execute it.
+1 This is a good compromise.

Changing to this +1
+1
Logged

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #54 on: April 09, 2016, 01:54:49 am »

Sascha Garrard
Spoiler (click to show/hide)
Assets
Spoiler (click to show/hide)

Firstly you get to work trying to find what your former employers might have squirrelled away for bad times, by reaching out to old contacts and sniffing around some of the old haunts. It isn't long until you find one of the more obvious locations, an empty apartment building under the name of one of the family's former lieutenants. A few loyalists are currently holed up there, protecting the place and getting their bearings, though you don't suppose they will last long at such an obvious location while still potential targets. From what you hear they are scared, and a little trigger happy right now. You consider the possibilities. It might be easiest to go in and crack a few skulls, but you might be able to convince those holed up to turn over whatever they've found to join you. On the other hand, it's a pretty obvious location, and it might be safer to steer clear until the dust settles.
You also find a set of keys to some storage containers, offered up by an old patsy looking to skip down. It's rather out of the way, in the docks district, and they probably arn't the only set of keys, but it might be worth a look.
It's a long shot, but there's also the local bar that was favoured by the family. You might be able to dig something up there.

The thugs that you send out digging for information on the vipers manage to do pretty well for themselves. When they come back to you, they tell you that they managed to find and shake down a lone Viper with a loose tongue. Apparently the Vipers are totally spooked by the slaughter of the Fraser Hills crime family, and are waiting to get their bearings on the situation before capitalizing on the power vacuum. They are also getting squeezed by some larger organization operating outside of Fraser Hills, and have had a few of their best bruisers knocked off, though the organization in question is mostly just trying to prove a point.

After polling the members of your gang, it's clear how the majority of them want to proceed. They want you to go all in and do some damage. This is a tune you are all too familiar with, so you prepare to do just that. You and a few of the gang begin to methodically stake out potential locations for you to swoop in on in the closest neighborhoods. Grocers, restaurants, bars, pawn shops... the works. You get to know some of the local business owners, their clientèle... and watch to see which ones are starting to conflict with the Viper thugs sent to take their fees. It costs a little money to hang around such places, but by the end of it you feel a little better prepared to find the businesses most willing to come to your side.
Then, you swoop in. One by one you star knocking on doors, explaining that you and your new crew are offering protection from the vipers. Some are eager to stick it to the upstart punk gang, others need a little intimidation. For now you only target those businesses that had already been chafing under the local gang, though with some extra muscle it might not be hard to expand. All in all, you've at least managed to secure a little income, though you're going to have to follow through on your offer of protection if you mean to keep it.

...

Your cronies arn't quite loyal enough to devote all of their time to you, and not all of them tell you what they are up to in their off time, but you are aware that at least one of them mugs people for spare cash fairly regularly, and that another works part time at a cigar shop. One of your thugs comes to you and tells you that he has a cousin that sells used guns on the cheap. He's unaffiliated, so he would almost certainly be willing to do business with you, and he might even be convinced to work directly under you one day.

Known Factions and individuals active in the Area
Spoiler (click to show/hide)
« Last Edit: April 09, 2016, 02:00:38 am by Mlamlah »
Logged

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #55 on: April 09, 2016, 09:10:22 am »

Sascha (Action 1): Execute a meeting with the gun dealer related to your mook. With a budget of half our total funds, try to get at least three decent guns. The first three guns are for ourselves and the mooks we will be taking with us to the empty apartment building. If we can get additional guns while staying within our budget, those go to the guys covering the protection racket.

Mooks 1 & 2: Execute. Protect those paying for our protection, and collect any payment due.

Mooks 3 & 4: Execute a trip to the storage containers with the keys. They can borrow the van.

Sascha (Action 2): Prepare to meet the loyalists in the empty apartment building.

Sascha (Action 3) + Mooks 5 & 6: Execute a meeting with those in the abandoned apartment building. Try to get them to join you and hand over whatever assets they have. Be peaceful, yet ready for trouble. Try intimidation if playing it nice doesn't work.
Logged

NRDL

  • Bay Watcher
  • I Actually Like Elves
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #56 on: April 09, 2016, 05:42:49 pm »

Sascha (Action 1): Execute a meeting with the gun dealer related to your mook. With a budget of half our total funds, try to get at least three decent guns. The first three guns are for ourselves and the mooks we will be taking with us to the empty apartment building. If we can get additional guns while staying within our budget, those go to the guys covering the protection racket.

Mooks 1 & 2: Execute. Protect those paying for our protection, and collect any payment due.

Mooks 3 & 4: Execute a trip to the storage containers with the keys. They can borrow the van.

Sascha (Action 2): Prepare to meet the loyalists in the empty apartment building.

Sascha (Action 3) + Mooks 5 & 6: Execute a meeting with those in the abandoned apartment building. Try to get them to join you and hand over whatever assets they have. Be peaceful, yet ready for trouble. Try intimidation if playing it nice doesn't work.

+1
Logged
GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

3man75

  • Bay Watcher
  • I will fire this rocket
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #57 on: April 09, 2016, 11:26:33 pm »

Sascha (Action 1): Execute a meeting with the gun dealer related to your mook. With a budget of half our total funds, try to get at least three decent guns. The first three guns are for ourselves and the mooks we will be taking with us to the empty apartment building. If we can get additional guns while staying within our budget, those go to the guys covering the protection racket.

Mooks 1 & 2: Execute. Protect those paying for our protection, and collect any payment due.

Mooks 3 & 4: Execute a trip to the storage containers with the keys. They can borrow the van.

Sascha (Action 2): Prepare to meet the loyalists in the empty apartment building.

Sascha (Action 3) + Mooks 5 & 6: Execute a meeting with those in the abandoned apartment building. Try to get them to join you and hand over whatever assets they have. Be peaceful, yet ready for trouble. Try intimidation if playing it nice doesn't work.

+1

+1
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #58 on: April 10, 2016, 11:42:57 am »

Sascha (Action 1): Execute a meeting with the gun dealer related to your mook. With a budget of half our total funds, try to get at least three decent guns. The first three guns are for ourselves and the mooks we will be taking with us to the empty apartment building. If we can get additional guns while staying within our budget, those go to the guys covering the protection racket.

Mooks 1 & 2: Execute. Protect those paying for our protection, and collect any payment due.

Mooks 3 & 4: Execute a trip to the storage containers with the keys. They can borrow the van.

Sascha (Action 2): Prepare to meet the loyalists in the empty apartment building.

Sascha (Action 3) + Mooks 5 & 6: Execute a meeting with those in the abandoned apartment building. Try to get them to join you and hand over whatever assets they have. Be peaceful, yet ready for trouble. Try intimidation if playing it nice doesn't work.

+1

+1

+1
Logged
Max avatar size is 80x80

Mlamlah

  • Bay Watcher
  • The Androgynous Nerd
    • View Profile
Re: Kingpin: A suggestion game of criminal enterprise.
« Reply #59 on: April 11, 2016, 03:12:19 am »

Sascha Garrard
Spoiler (click to show/hide)
Assets
Spoiler (click to show/hide)

Week Three

You take about five hundred bucks cash and pay a visit to this gun dealer. He lives in a crappy apartment not too dissimilar to your own, and only a few blocks away. After the short drive you meet the man, a stubby, poorly kempt fellow who calls himself Saul. You flash your cash and he ushers you into his home, where he brings out some pieces for your inspection. It's nothing special, some cheap handguns and revolvers, some shotguns. You trust your own revolver more than anything he currently has on offer, but you suppose that these will do for arming your underlings for the time being. You lay down your cash, haggle over some of the pieces, and before long you are the owner of three cheap 9mm handguns. You barely manage to convince him to throw in a clip full of ammunition with each, which he begrudgingly agrees to after some back and forth. Neither of you end up quite happy with the deal. Before parting, Saul mentions to you that he's looking for new sources to cheaply acquire weapons, and is hoping to have something of better quality in soon. He'd happily purchase any guns you happen to acquire, and if you're favourable he might even have a job for you soon. It seems that Saul's cousin has been rather open about his employment under you.

You assign two of your thugs to protect your local businesses, and as you trust your revolver a lot more than any of your recently acquired handguns, you give the spare piece to one of them. When they return to give you their report they tell you that while they are getting on well enough with the businessmen under your racket, the Vipers have responded rather quickly to you muscling in on them. They sent a few thugs of their own to smash some property and find your men. Through either competence or luck your own men responded and defeated the Vipers rather easily, wounding one of them and driving away the other three. The gunfire did draw the attention of some beat police officers, but there is no reason to think that they are any the wiser. Perhaps as a direct result, the protection fees you've brought in are a little more hefty than you otherwise might have expected after such a short time. Hopefully the next time you squeeze the shopkeepers for money it will be as well timed.

After lending your van to two more of your thugs to check out those storage containers they return to you to tell you it was pretty much a bust. Apparently they had mostly been cleared out, though based on the mess the containers were in, it was probably in a hurry. They gathered what had been dropped and scattered on the inside of the containers, though it wasn't much. A few scattered financial records, some loose shotgun shells, a cell phone in rather bad condition, and some spare clothes. It could be that your thugs are lying to you and pocketed whatever else that they found, but you can't really be sure.

In the lead-up to your planned meeting at the apartment building you stake out the place, and ask some of the locals nearby about what they might have noticed. You don't really turn up much of use, and the rest is a matter of hardening your nerves and preparing your own men for what could turn into a rough scrap if things turn ugly. Once you're ready to head in, you give each of the men you've selected to come with you a gun, and tell them to be ready.
When you do head in, it's through the front door, and it isn't long until you and your thugs find yourselves with a shotgun pointed at you by a small man in a tie. You recognize him, and by some stroke of luck he happens to be someone who you once plucked out of a really nasty fire-fight. After exchanging some amiable words he agrees to lead you inside to speak with the rest of the gangsters holed up here. Noticing that one of your hired thugs is getting a little nervous, you tell the two of them to guard the door as you head further inside.

Before long you're being served coffee in a makeshift breakroom. The apartment as a whole is fairly run down, but there are some parts of it that have been kept in better shape. There are only three people from the old organization here, but they've brought in a half-dozen street thugs as additional hired protection while they figure things out. Once you explain things to them, that you plan to put together a new organization, they seem palpably relieved. You get the impression that not one of the three really want to be calling the shots, and it isn't long until they are asking you to let them join with you. They explain that there is a hidden weapons room in the building, stocked mostly with shotguns and pistols, but also with a few compact submachine-guns in the mix. They've also got a little cash, and as far as they are concerned it's all yours so long as you help them deal with their impending problem. They are all pretty sure that someone is going to hit their hideout pretty soon, they've noticed people sniffing around, and it's no wonder with all the fire coming down on the remnants of your organization.
Logged
Pages: 1 2 3 [4] 5 6