GG4 – Crime rules

We spent a fair bit of session time working with the system in the “Crime Pays” supplement by Goodman Games. It was our first real played-out monthly cycle. Took a while to do, but mainly because we were unfamiliar with the rules. Once familiar with the system, turns should go a bit more quickly.

It actually seems like a nice little system. Not too complicated, and it throws out adventuring hooks for the DM to work with. It puts a little bit of structure around “Running a Criminal Empire in Sharn”.


A godfather runs a number of Mobs. Each mob works a neighborhood (a district in Sharn, more or less). Statistically, each mob has:

  • A Territory, which has
    • “law” dice, being the amount of attention you get from the law. Slums are 1d4, Noble Wards are 2d10.
    • “underworld” dice, being the amount of attention you get from rival gangs. Slums are 3d6-1, Noble wards are 2d10.
    • base income per month
    • Improvements you can build – a safe house, a beggars guild
  • Some stats that track the status of the mob
    • A “Respect” score – the respect you are given by other gangs. Our DM is not telling us what this is.
    • An “Infamy” score – the degree to which the law is interested in you. Our DM is also not telling us this.

    You want to keep your respect high, and your infamy low. Of course, most things you do to raise respect also raise infamy. That’s the game.

Wealth. Obviously – that’s the whole point.

  • Some derived stats
    • A “Muscle” score – how big your gang is.
    • A “Streetwise” score – how well you own your turf.
    • A “Defence” score – gang size and territory improvements.

    These stats apply to the DCs of certain types of crimes. Kidnapping is muscle vs DC, burglary is streetwise vs DC. Defence is the DC that rival gangs have to beat to act against your territory.

  • Personnel
    • A number of “coves” – replaceable mooks
    • A roster of “Made Men” – each of a particular type
    • Oldtimers – people that can no longer commit crimes (hands cut off) but that you maintain anyway.
  • Each “month”, you go through a sequence:

    1. DM Rolls a random event
    2. Law events and underworld events.
      Law events.
      You add the territory’s law dice and your infamy, and look up on a table. Your want to roll low. Law events vary from a minor fine being levied to the cirty declaring martial law and shutting your mob down

      Underworld Events
      You add your territory’s underworld dice and your respect, and look up a table. You want to roll high. Underwold events vary from full-on gang war, to kidnappings, to the other gangs paying you tribute
    3. Crimes. Each made man in the mob can be assigned a gang of coves and commit a crime. Burgulary, bribery, recruitment, etc. Different types of made men get bonuses that may be applied to beat the DC of the crime. A “Man at arms” has a “martial” bonus, which applies to kidnapping but not to – say – running a “racket”. (note that you need 10 coves not committing crimes to run a district, and not all made men can commit crimes).
    4. Collect base income
    5. Adjust Infamy and Respect
    6. Recruitment. This is distinct from recruitment as a “crime”. It depends on the godfather’s charisma, and Korgul is not managing terribly well. Unless the DM wants to count his racial “strong-arm tactics” feat as permitting him to use Str rather than Cha.
    7. Pay everyone. 1gp for each cove and oldtimer, upkeep on district improvements, made men, and any ongoing bribes.

    And that’s the capsule summary. Apologies to everyone else at the table for monopolising the DM’s time. On the other hand, at our table I’m about the longest-serving player (besides Luke), so having just the one person doing this stuff makes things go a little quicker.

    I’ll do Korgul’s log as a separate post.

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