Managing their own Gang

By evo454, in Game Masters

As the title alludes, my group of players have decided that they want to break away from their current gang and start their own.

It sounds fun, and would certainly be interesting to see what they decide to come up with, but I have never done something like this before, so I am here to ask for any advice or warnings the more experienced GM's can give me.

I've started working on their options for bases and initial personnel, but I don't want things to move to fast or slow. I want my guys to earn their organization, but not make them regret it due to difficulty or time consumption.

Thanks in advance!

Edited by evo454

They need a small crew to start with, one that can later expand into a mass of facelessisch people working for them. It's probably a good idea if they can delegate a large part of the operations as well so the game doesn't bog down in gang management minutiae. Income should probably also be somewhat abstract, with lots of the cash flow going to maintaining the operations. Product needs to be bought, politicians and enforcers bribed, people on the street need to get paid their cut of the profits.

They of course also need some rival gangs to butt heads with, with some memorable rival bosses. Both big gangs that they can't really topple and early on smaller ones that are jostling for the same turf as they are, where they can either negotiate a merger or just kill them and take over the territory, which might come with its own complications depending on what sort of gangs run there.

Have them start fighting the Empire. I think there is a whole rules line about an organization that does that. :)