Suggestion: Corner System

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paulie-broek

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Corner System :
The point of this is to get some public input on an idea I had for the new sim and the gangland. This is by no means what is happening, but is merely to get some public feedback on something that I will believe would be fun for everyone.

The general premise would to revamp the old turf system of the old school CD into something new and fresh, and realistic. The new system would divide the sim up into drug turf and hoods. Certain “corners” as they are called generate more profit, while others in less lucrative areas, generate less. All profits would be npc’d because realistically, there is not enough junkies to roleplay the amount of drugs being sold in an urban community. Rival sets would vie over drug turf and the more drug turf that they control the more power and influence their gang would have.

Drug turf is claimed by merely putting up pushers employed by the gang (not necessarily a part of the gang) on the corners to sell product. A gang member would oversee the sales, but the upper level leadership would avoid being seen on the streets, due to fear of conviction. More than one set can occupy a corner but the npc profits generated from the corner with multiple sets is much lower. Leaders who see this would have an in character reason to force this set off their corner. Drug turf could be claimed by graffiti, sneakers on the power lines and such like that.
Quarrels over corners could lead to all out gang wars over drug turf. The taking of territory for these wars and disputes should not be about waiting for all the pushers to go to sleep and claim the corner when one lonely young pusher is out. But it should be about generating large fun roleplay. Gang leaders “beefing” should keep out of character so they can set up good times for big gang beefs over turf and outcomes should be decided by a flip of a coin if players constantly try to win and forget about story rather than winning and losing.

Some turf should not be able to be taken. This turf is considered the Gang’s hood and as long as they keep up a steady influence in this area and are active, this should be their gang’s stronghold. This could start off as a residential neighborhood, but eventually as the gang gains clout, it could be a business front. The gang leadership would be in this area and drug dealing would not usually go on close to here, due to fears of a police crackdown and arrest of major players. There should be a divide between the upper leadership of the gang and their lower ranks and soldiers. Gang leaders are always considered big catches by prosecutors and if there is even a little chance to convict them, the DA will jump at it. Players should roleplay living near or around certain hoods, possibly leading them to side with a certain gang because of this. Like if you are from the West side of town, you side with the West Side Gangs and if you are from the East, the East Side Gangs. Much like in a real city. Claiming affiliations to a certain part of town is something that has not been explored in many roleplay sims, but is a crucial realistic part of city life.

Also to incorporate more people in the gangland not only the gang land, the people on the corners should not be gang members. They should be aspiring hood rats willing to sell drugs for the gang leaders in exchange for some pocket change and older street kids wishing to gain a name for themselves by helping the gang out. The hoppers as they are called will take the heat for police raids on the corners and because most are minors, they would get off. This is common in the streets of cities. By allowing these non gang members to be a part of the gangland in a minor way, they can slowly be incorporated into the gang land without feeling that it is cliquey or such. Also it gives them a chance to possibly steal or cut off the top of profits, heightening their story with the gang and possibly leading to an ultimate confrontation. Also stick up men should prey on these corners waiting to steal drug profits from the gangs. These men are mainly freelancers also looking to make a name for themselves on the streets of Hatihian.

Drugs are not the only thing peddled on the streets. Sex is also peddled. Though this is considered much less lucrative than drugs, it carries a much less intense prison sentence if caught. It also gives ladies a way to get to know gangs, even if they are just giving them a good time. Pushing sex on corners should work the same way as drugs. Pimps plant hookers on corners and multiple pimps on corners mean that each takes half the profits from sex. This will also help incorporate more people on the crime scene, because hookers need players.

Fronts would also be necessary for gangs. The gangs once they reach a certain height of power would need somewhere to put all the “unclean” money they make. They would have to launder it through clean businesses. This would not only leave room for more powerful gangs to get fronts, which would have to employ civilians, but also, there could be a need for a banker to also help with this laundering. Bankers could be a new civilian class that does not necessarily have to be corrupt. But bankers would only deal with higher ups of gangs and represent a stark divide between the civilian and criminal.

This divide between civilian and criminal would be very fun if it was very apparent, but have their be connections with each other. Like a college kid going down on a gang controlled street in the hood to pick up drugs for a party or a club hiring gang members as muscle for a party. It should feel like a city divided between those who make money honestly and those who do not. Cops who date criminals, should be looked down upon and maybe even fired because of fear of corruption. High class families should fear running into the kings of the underworld, because they consider themselves higher and better than them. There should definitely be class conflicts too, between those of the more privileged part of the city and those of the not. In character conflict makes for good roleplay and should not be avoided, but embraced.

Essentially another caveat on the gang arena. The gang leaders should talk and be vocal with each other in characterly and out of characterly. When we did this when I was a gang leader back in the day, it helped things a lot and settled useless arguments that would come up before they actually happened. Even contacting another gang leader asking about another player you are considering for your gang and asking who they roleplay and if they think they are a good fit helps too. Communication and collaboration makes for good stories and fun.

This is by no means a dictation on what will or should happen, but a mere suggestion. Suggestions and feedback is very much appericated. I want it actually! Only reason I posted this up here.

December 23, 2010 at 9:16 am
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paulie-broek

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December 23, 2010 at 10:22 am
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December 23, 2010 at 11:55 am
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December 23, 2010 at 5:52 pm
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December 24, 2010 at 3:33 am
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December 27, 2010 at 9:17 pm
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December 27, 2010 at 9:20 pm
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December 27, 2010 at 9:48 pm
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paulie-broek

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December 27, 2010 at 11:13 pm
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December 27, 2010 at 11:27 pm
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December 28, 2010 at 3:34 pm
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December 28, 2010 at 9:17 pm
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December 29, 2010 at 12:46 pm
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