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Nerdarchy > At The Gaming Table  > Neutral Ground Isn’t Neutral (Zoo Mafia TTRPG of animal noir crime)

Neutral Ground Isn’t Neutral (Zoo Mafia TTRPG of animal noir crime)

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Shared Spaces as Pressure Points, Ambush Zones, and Fragile Diplomatic Tables in Zoo Mafia

In Zoo Mafia, our noir animal mafia tabletop RPG set inside a 1920s crime zoo, the most dangerous territory isn’t owned by anyone.

It’s the territory everyone needs.

Every zoo has places no one officially controls:

  • Water sources

  • Vet wings

  • Transfer tunnels

  • Quarantine halls

  • Shared feeding prep areas

  • Night holding corridors

On paper, these spaces are neutral.

In reality?

They’re the most volatile locations in the entire zoo.

Because everyone depends on them.
And no one can afford to lose access.


Why Neutral Ground Exists at All

Neutral spaces exist because the zoo must function.

Animals must:

  • Drink

  • Receive medical care

  • Be transported

  • Be isolated when sick

  • Rotate between exhibits

If one family controlled these spaces outright, they could:

  • Starve rivals

  • Deny medical treatment

  • Block movement

  • Demand tribute for survival

Neutral ground doesn’t form out of respect.

It forms out of mutual fear.


The Three Lies of Neutral Ground

In any crime-themed RPG setting, shared space creates tension. In Zoo Mafia, that tension is constant.

Lie #1: Nobody Is Watching

Wrong.

Neutral zones are where:

  • Informants linger

  • Rivals scout

  • Alliances quietly form

  • Debts get collected

If you step into neutral ground, assume someone logged your arrival.


Lie #2: Violence Doesn’t Happen Here

Violence absolutely happens here.

It’s just:

  • Faster

  • Quieter

  • Deniable

No prolonged fights.
No chaotic brawls.
Just quick, brutal messages.

The danger isn’t the fight.

It’s who hears about it afterward.


Lie #3: Deals Made Here Are Safe

Deals made in neutral ground are visible.

Visibility creates leverage.

If someone sees you meeting an enemy, now you have explaining to do.

In the Zoo Mafia RPG, information spreads faster than blood.


Types of Neutral Ground (And How They’re Really Used)

Shared spaces aren’t passive. They’re tools.


Water Sources — The Thirst Tax

Water means survival.

Political Uses:

  • Quiet intimidation

  • Supply manipulation

  • Rumors of contamination

  • Negotiated access

Adventure Hooks:

  • A family blocks access during peak heat

  • Someone spikes water with sedatives

  • A hidden stash is sealed inside plumbing


Vet Wings — Life and Death Politics

Medical space is sacred… until it isn’t.

Political Uses:

  • Intelligence gathering

  • Quiet disappearances

  • Favor trading

  • Record tampering

Adventure Hooks:

  • A rival’s surgery creates opportunity—or requires protection

  • Medical records expose an undercover identity

  • A sedated target is vulnerable but heavily guarded


Transfer Tunnels — The Shadow Highways

These are the closest thing the zoo has to streets.

Political Uses:

  • Smuggling lanes

  • Escape routes

  • Hidden meeting spots

  • Ambush funnels

Adventure Hooks:

  • Tunnel closures force factions into confrontation

  • Someone maps a secret bypass route

  • A transfer crate contains contraband… or a witness


Quarantine Zones — Weaponized Isolation

Nobody wants to go here.

Which makes it perfect.

Political Uses:

  • Hiding injured assets

  • Secret negotiations

  • Evidence disposal

  • Forced isolation as punishment

Adventure Hooks:

  • A faked illness allows someone to vanish

  • A quarantine lock traps multiple factions together

  • Supplies disappear from sealed areas


Running Neutral Ground Scenes (GM Advice)

For Game Masters running this indie tabletop RPG, neutral ground scenes should feel like:

  • Everyone is tense

  • Nobody wants to start something

  • Everyone is ready if something starts anyway

Add:

  • Time pressure

  • Third-party witnesses

  • Limited escape routes

  • Social consequences for violence

Neutral ground is about pressure, not explosions.


Player Strategy: How to Survive Neutral Ground

Arrive Early

Control positioning.
Know exits.
Spot watchers.

Bring Less Muscle

Too many crew members escalates tension.
Neutral ground punishes obvious force.

Never Be the Loudest Presence

If humans notice unusual tension, everyone loses.

Assume You’re Being Recorded (Socially)

Even without cameras, someone is remembering.


Neutral Ground as Ambush Territory

The best ambushes happen where:

  • Targets must go

  • Backup is limited

  • Movement is controlled

  • Noise must stay low

Neutral ground creates forced vulnerability.

The trick is making it look like:

  • An accident

  • A medical emergency

  • A keeper interruption

  • A structural failure

In a noir tabletop roleplaying game like Zoo Mafia, plausibility is deadlier than force.


Neutral Ground as Diplomatic Stage

The strongest players don’t just survive neutral ground.

They weaponize it.

They:

  • Make visible deals

  • Stage public alliances

  • Arrive lightly guarded

  • Force rivals to behave

Sometimes the power move isn’t violence.

It’s standing there without fear.


The Truth Every Don Learns

Neutral ground isn’t peace.

It’s a pause button.

And pauses never last forever.

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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