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Nerdarchy > At The Gaming Table  > Running the Information War – Zoo Mafia (an animal crime noir TTRPG)

Running the Information War – Zoo Mafia (an animal crime noir TTRPG)

Aether Storms in Aether Skies (TTRPG setting)

How to Use Intelligence Factions in a Zoo Mafia Campaign

In Zoo Mafia, our noir animal mafia tabletop RPG set inside a living zoo, information isn’t just part of the game.

It is the game.

Crews don’t rise because they’re strongest.
They rise because they know things first—and act on them faster than anyone else.

If you’re introducing information-based factions like:

  • The Whisper Network
  • The Ledger Keepers
  • The Night Callers
  • The Glass Eyes
  • The Black Tongues

You’re not just adding NPC groups.

You’re turning your campaign into a living intelligence war.

Here’s how to actually run that at the table.


Step 1: Start Small — Information Before Influence

Don’t drop all factions at once.

Introduce them indirectly through:

  • rumors
  • incomplete intel
  • secondhand mentions

Let players hear things like:

  • “I heard that from someone who hears everything.”
  • “That kind of detail? That’s Ledger work.”
  • “Someone’s been watching the keepers too closely…”

Goal: Build mystery before clarity.


Early Adventure Seed

A simple job goes wrong because the information was almost correct.

Not wrong—just missing something critical.

Players don’t know why.

Yet.


Step 2: Give Each Faction a Fingerprint

Players should learn to recognize factions by how information behaves.

Not by being told who’s responsible.


Example Patterns

  • Whisper Network: Conflicting rumors, partial truths
  • Ledger Keepers: Precise, costly, always complete
  • Night Callers: Fast, time-sensitive intel
  • Glass Eyes: Human-focused, highly actionable
  • Black Tongues: Information that changes outcomes

When players say:

“This feels like Black Tongues work…”

You’ve succeeded.


Step 3: Turn Information Into Jobs

Information shouldn’t just support missions.

It should be the mission.


Job Types That Use Information Factions

The Verification Job

The crew must confirm whether intel is true before acting.

Twist: Multiple factions provide conflicting answers.


The Intercept

A message is moving through the Night Callers.

The crew must:

  • intercept it
  • alter it
  • or let it pass

The Erasure

The Ledger Keepers have a record that can destroy someone.

The job?

Make it disappear.


The Leak

The crew is hired to release specific information into the Whisper Network.

But once it spreads…

They lose control of it.


The Misdirection Play

The Black Tongues want a narrative shaped.

The crew must create events that support a lie.


Step 4: Let Factions Collide

The real magic happens when factions interfere with each other.

Don’t run them in isolation.


Example Scenario

  • The Whisper Network spreads a rumor
  • The Black Tongues amplify it
  • The Ledger Keepers confirm it publicly
  • The Glass Eyes disprove it with human data

Now the players must decide:

What’s actually true—and what matters more, truth or outcome?


Mid-Campaign Adventure Seed

A major job fails—not because of player action, but because two factions manipulated the same event differently.

Now the crew is caught in the fallout.


Step 5: Make Information Unstable

If information is always reliable, it becomes boring.

Instead:

  • Let it age
  • Let it degrade
  • Let it be altered

Information should feel like something that can rot.


GM Tool: Information Decay

Over time:

  • details become less accurate
  • timing becomes unreliable
  • intent becomes unclear

Old information is dangerous.

But sometimes it’s all the players have.


Step 6: Reward Smart Information Play

Players should benefit when they engage with the system.

Reward:

  • cross-checking sources
  • setting traps with false info
  • identifying faction patterns
  • controlling their own narrative

Player Win Condition Example

Instead of completing a job…

The crew wins by ensuring everyone else believes they did something different.


Step 7: Escalate to an Information War

As the campaign progresses, shift from:

Using information
→ to
Controlling information


Campaign Structure

Phase 1: Awareness

Players encounter strange or conflicting intel.

Phase 2: Interaction

Players begin working with or against factions.

Phase 3: Manipulation

Players start shaping outcomes through information.

Phase 4: Control

Players choose which faction dominates—or replace them.


Endgame Scenario

The zoo reaches a breaking point:

  • No one trusts the Whisper Network
  • The Ledger Keepers hold too much power
  • The Black Tongues are rewriting reality

The crew must decide:

Who controls the truth?


Step 8: Make It Personal

Information factions shouldn’t feel abstract.

Tie them directly to:

  • player backstories
  • past jobs
  • trusted NPCs

Personal Betrayal Seed

A long-trusted contact is revealed to be part of an information faction.

They weren’t just helping.

They were reporting.


Step 9: Let the Players Become the System

Eventually, the crew should have the option to:

  • build their own informant network
  • control rumor flow
  • manipulate factions

At that point, they’re no longer reacting.

They’re running the game.


Final Thought

In Zoo Mafia, territory can be taken.

Muscle can be beaten.

Even reputations can be rebuilt.

But information?

Once it’s out…

It belongs to everyone.

And whoever controls what people believe…

Controls everything that happens next.


Control the Story, Control the Zoo

If you’re enjoying these deep dives into Zoo Mafia and want to know when we go live on Kickstarter, make sure to follow the project so you don’t miss it. If you want behind-the-scenes updates, design insights, and early reveals, sign up for the newsletter to stay in the loop.

Because in Zoo Mafia, the smartest crew doesn’t just win the job.

They decide what everyone else thinks the job was.

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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