New York Mafia

Whiskey comes through Canada, the precinct gets an envelope every Friday, and jazz plays in the basement of a tailor shop until four in the morning. The family holds twelve blocks, and everyone knows who belongs to whom — answer that question wrong, and you get a bullet.

Who are you in this world?

World is ready — start right away. Each move costs $0.01, first ten free.

What is this world

New York, 1929, the height of Prohibition. The city is run by Italian-American and Irish families, every speakeasy is somebody's feeding trough, and running bootleg whiskey is a job that can get you dumped in the Hudson. Order rests on blood and hard-won respect: the young bow to the old, and outsiders don't live long.

At stake: In an hour Benny Salvo has to be at the warehouse, or Luca gets the order to settle things right there in the truck, and Benny has already tried to run twice, both times caught on the next street over.

Who awaits you here

Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.

Vito 'Old Fox' Morelli
capo of the family, the don's right hand

Speaks quietly and asks for silence with a gesture, and he gets it, because his smile always promises a knife under the ribs; he's patient and watchful, like a chess player.

Wants from you: For Eddie to deliver Benny Salvo to the warehouse with no questions asked: a man who knows too much about the business of the rival O'Brien family.

Luca 'Butcher' Rosso
muscle, carries out Morelli's will

Big and slow in his movements but quick in his decisions; he can't read, but he can break fingers, and under his stare every door either opens or flies off its hinges.

Wants from you: To make sure Eddie doesn't lose his nerve and rat their deal out to the cops; if it comes to that, he'll shoot the driver and the cargo himself.

Rosa Dellacorte
owner of the speakeasy The Black Crow

Sharp-tongued, with a smile hiding cold calculation; she knows everyone in the neighborhood and remembers every debt, and when she pours you whiskey, you pay not only in cash but in information.

Wants from you: For Eddie to pass a small package to her man on Fifty-Second Street, around Morelli, just between the two of them.

Where it all begins

A dim lamp in the alley picks out wet asphalt and the rusty flank of your truck. It smells of soggy cardboard and rotting rags. From the warehouse comes a muffled voice, someone arguing, then the sharp sound of a blow and silence. The warehouse door opens a crack, and Vito's silhouette fills the gap. He's smoking, eyes narrowed, looking straight at you through the smoke.

Vito 'Old Fox' Morelli — Blows out a stream of smoke and flicks ash onto the ground. Eddie. Come here. We've got a little problem with Benny. He flat out refuses to ride quietly, and I don't like noise in the truck. Pause. He looks at you from under his hat brim. Tell me, you know how to persuade people without any extra noise, don't you? Or should I call Luca to show you how it's done?

This is one possible opening. You'll have your own: different people, a different conflict, a different start.

Where it may lead

  • Rise to capo and have the man who brought you in killed as your first order
  • Cut a deal with the feds and learn your handler was already bought
  • Seal a truce with a wedding and realize you were just another payment
  • Find the rat and decide whether to name them in front of everyone
  • Take the bar for yourself and end up owing both families
  • Get out alive — someone else pays the price

How it might begin

The world is rebuilt for every player. These are the openings it picks from: you get one of them, and from there the story follows your choices.

The player drives crates on a truck and has been called upstairs to the boss for the first time

What stands between you: the first task is to bring a person who doesn't want to go. Tone of the story: harsh: who bows to whom.

The player is betrothed to someone from a neighboring family for a truce

What stands between you: the truce holds on this wedding, not on a promise. Tone of the story: romantic: arranged marriage between two families.

The player handles the family's books and found a hole in the numbers for March

What stands between you: someone is leaking warehouse addresses to the feds. Tone of the story: detective: someone is lying.

The player returned to the city after four years in prison for someone else's crime

What stands between you: the one who framed him sits at the common table and pours him a drink first. Tone of the story: vengeful: settling an old debt.

The player runs an underground bar and owes money to both families

What stands between you: the protection fee was raised, and there's nothing to pay with. Tone of the story: mundane, with dark humor.

FAQ:

Do I need to know the history?

No. The city, families, and names are original; the first scene tells you everything about Prohibition.

Do I have to be a gangster?

No. Bartender, club singer, unlicensed doctor, reporter — the family will find a way to keep you hooked.

Is it just shootouts?

Gunfights happen, but what matters more is who you talk to across the table and who you still owe.

How it works

You Write in Your Own Words:

No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.

Characters Remember and Change Attitude:

Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.

The World Moves on Its Own:

Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.

How is this different from character chat:

In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.

In this universe, they've already started 11 Stories and played 682 turns.

Similar universes:

Also in this section:

All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character