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Nerdarchy > Uncategorized  > Getting Together in Zoo Mafia: Seven Stylish Ways to Form a Crew

Getting Together in Zoo Mafia: Seven Stylish Ways to Form a Crew

Getting Together: Uniting Your Party in Aether Skies

How your mismatched mobsters become family (or something like it).

Every Zoo Mafia campaign needs a moment — the moment — when a bunch of morally flexible animals decide, for one reason or another, that they’re better off together than alone.
In a world of crooked capos, neon-lit speakeasies, peanut-rum smuggling rings, and zookeepers who Absolutely Saw Something they shouldn’t have… nobody survives long without a crew.

But “You all meet in a bar” feels thin when your characters are a paranoid meerkat lookout, a gorilla bruiser with debt collectors on his tail, a lemur grifter with more aliases than morals, and a penguin safecracker who’s definitely on the run from someone.

So let’s give you fresh, cinematic, Zoo Mafia-flavored ways to bring them together.


1. The Botched Speakeasy Raid

Nothing bonds strangers like mutual panic.

The story starts in a booming underground speakeasy — jazz blaring, animals dancing, peanut-rum flowing. Suddenly, sirens. Zookeepers kick in the door. Somebody shouts, “Cheese it!”

Characters dive behind tables, crawl through storage rooms, and fend off flashlights together.
By the time they escape out the back and into the alley, the message is clear:

“We work better as a team — or we don’t work at all.”

Perfect for: chaotic groups, silly-serious tones, or players who love a messy first impression.


2. Owed the Same Debt

Different animals.
Different crimes.
Same creditor.

Maybe it’s a ruthless hippo loan shark.
Maybe it’s Marco “Molto” Salamandra, the rising komodo dragon capo.
Maybe it’s a zoo union boss with connections everywhere.

But each character owes something — money, protection, a favor — and the only way to handle it is together.

This gives every player a built-in stake and pushes instant cooperation… even if they hate it.

Perfect for: noir tone, long-term campaigns.


3. Survivors of a Stampede

A “natural incident” (read: caused by a rival gang) erupts — a false alarm in the primate house, a sabotaged giraffe transport vehicle, or a panicked crowd during a fireworks show.

The characters survive because they helped each other — pulling strangers out of danger, leaping across exhibits, or using their animal traits in heroic ways.

When the chaos ends, they’re the only ones left standing, and the moment binds them.

Perfect for: cinematic openings, players who love flashy action scenes.


4. Double-Crossed by the Same Employer

They all got hired for the same job.
They all got promised big.
They all got betrayed.

Maybe it’s:

  • A job gone wrong at Riverway Trust & Savings

  • A peanut-rum smuggling deal that was actually a sting

  • A fence who ran off with the loot

  • A “simple” break-in at the reptile house that turns out to involve a rival gang ambush

Now they’re stuck together, broke, bruised, and boiling mad at the same enemy.

Perfect for: groups that want revenge as their first shared goal.


5. A Funeral, a Wake, and a Bad Idea

A respected fixer, beloved bartender, or retired enforcer has died. All the characters show up for their own personal reasons — some to pay respects, others to network, others to steal something from the coffin.

The wake turns into a turf dispute, a shootout, or a sudden revelation in the deceased’s will:

They all inherited the same job, item, or enemy.

Awkward?
Yes.
Hilarious?
Absolutely.

Perfect for: roleplay-heavy groups, dark humor, character-driven stories.


6. The Speakeasy Talent Show Disaster

This one’s for tables that enjoy leaning into the cartoonish side of Zoo Mafia.

A speakeasy is hosting a “variety night.” Each player is performing — willingly or otherwise:

  • A crocodile singing torch songs

  • A raccoon juggling stolen wallets

  • A rabbit doing “interpretive dance”

  • A mole reciting noir poetry they swear is good

Then the lights go out. Shots are fired. Someone steals the prize money.
Accusations fly, chaos erupts, and the characters decide to track down the thief themselves.

Perfect for: players who love comedy as much as crime.


7. The Boss’s Last Deal

A dying crime boss — or one who’s about to flee the city — calls each character separately for a final favor.

None of them know each other.
None of them trust each other.
But the job requires someone fast, someone tough, someone subtle, someone sneaky…
and the boss chose them.

Whether the job succeeds or goes sideways, the characters realize they’re more effective together.

Perfect for: serious campaigns or “heist-first-session” setups.


Final Thoughts: Let the Chemistry Form Naturally

The best Zoo Mafia crews aren’t built on “You’re all friends now.”
They’re forged in chaos, desperation, survival, and shared sins.

Give the characters:

  • A reason to stick together

  • A problem too big to solve alone

  • A moment where their animal traits shine

  • A shared mistake or shared enemy

 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.

From there, the real magic happens.
The grudges, alliances, rivalries, and comedic dysfunctions grow on their own — just like every good crime family.

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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