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Zoo Mafia, humans

10 Campaign Arcs for Zoo Mafia Crews

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Zoo Mafia offers a world of cunning animals, prohibition-era aesthetics, and cutthroat criminal politics. But where do you take a campaign beyond a few one-shot heists? Long-term arcs are zoo mafiathe backbone of great storytelling, allowing players to grow their crew, forge alliances, and climb the underworld ladder. Whether your game is set in a human-run zoo with secret animal nightlife or in a fully anthropomorphic city, these 10 campaign arcs can give your crew a memorable rise—or a spectacular fall. Check out the last article here.


1. The Big Boss’ Favor

The crew starts under the thumb of a powerful mob boss like Owl Capone or Carlos Hambino. Every job they take earns them favor, but also debt. Over time, they can attempt to earn their freedom—or overthrow the boss and claim their turf.
Key Questions:

  • What kind of jobs build trust or suspicion with their boss?

  • Will loyalty or betrayal define their future?


2. A Family Feud

Two rival crime families lock horns, and the players are caught in the middle. Each side offers deals and threats, but the crew’s every move shifts the balance of power.
Twist: If the crew plays both sides too long, they risk becoming the target of both factions.


3. The Heist of the Century

The campaign builds toward a single, massive job: robbing a vault, hijacking a peanut shipment, or raiding a rival speakeasy. Each session sets up part of the plan—gathering intel, securing gear, or taking out key defenses.
Payoff: The finale is a daring, high-stakes caper where everything the crew built is on the line.


4. Turf War TensionsZoo Mafia Shoot out

The zoo or city is simply too small for all the bosses to coexist. A gang war erupts, and the crew must pick a side or create their own faction.
Escalation Hooks:

  • Drive-by ambushes and retaliatory raids.

  • Negotiating with low-level gangs for support.

  • A final showdown to decide who rules.


5. The Law Closes In

The cops, usually corrupt or complacent, finally get serious about cracking down. A zealous officer (or squad) targets the players directly, and each job risks exposure.
Dramatic Beats:

  • Bribing or blackmailing officers.

  • Staged jobs to frame rival gangs.

  • Going undercover or on the run.


6. The Ghost of a Boss

A legendary mob boss has disappeared—or been killed—and the crew must navigate the chaos left behind. Do they investigate, avenge the fallen boss, or step into the void?
Narrative Angle:
This works perfectly with Zoo Mafia’s concept of “one boss must fall” in a campaign.


7. The Speakeasy Empire

The crew isn’t content to do jobs—they want to build something permanent. They must establish and protect their own speakeasy, hideout, or operation while fending off rivals who want a cut.
Gameplay Hooks:

  • Acquiring ingredients for illicit liquor.

  • Hiring staff (or keeping them loyal).

  • Dealing with undercover cops or spies.


8. The Long ConZoo Mafia

The crew takes on a single target—a wealthy tycoon, rival gang leader, or dangerous fixer. Instead of brute force, this arc focuses on deception, infiltration, and manipulation.
Questions for the Crew:

  • Who is the “face” of the operation?

  • What secrets or weaknesses can they exploit?

  • What happens if the con is blown?


9. Out of the Enclosure

In zoo-based games, the crew’s activities risk exposing their secret nightlife to humans. A campaign arc could revolve around a growing investigation by zookeepers or the public.
Tension Points:

  • Covering tracks after big jobs.

  • Eliminating witnesses or planting false evidence.

  • The threat of being “retired” to a safe enclosure… permanently.


10. The Rise to Power

The ultimate arc for a Zoo Mafia crew: starting as nobodies and becoming one of the major players.
Milestones:

  • Overthrowing or outmaneuvering smaller gangs.

  • Taking down a mid-level boss.

  • Claiming a district and making others pay tribute.


Final Thoughts

Campaign arcs in Zoo Mafia thrive on tension, escalation, and personal stakes. Every arc can end in retirement, redemption, or ruin, depending on how the crew handles challenges. The beauty of the game lies in its mix of crime drama and animal instincts—players can’t just think like gangsters, they have to act like the animals they are. If you are a fan of Zoo Mafia and want to be notified when we go live on Kickstarter make sure you head over to the follow page to get notified. If you want to be on the newsletter to get all the details as we release them you can sign up here.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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