Publisher: Ghost Ape Games
RISE OF THE FIVE FAMILIES: THE CAMPAIGN
A Noir Crime Campaign for 1929–1931 New York
A Bullets & Bootleggers / Ghost Ape System Campaign
New York doesn’t change all at once.
It changes one body, one deal, one bad decision at a time.
Rise of the Five Families: The Campaign is a full-length noir crime campaign built to be played inside the Rise of the Five Families citybook. It takes a living New York and pushes it forward — through the Castellammarese War, the collapse of old Mafia traditions, and the violent birth of modern organized crime.
This is not a victory lap.
This is where the bill comes due.
WHAT THIS CAMPAIGN IS
...Publisher: Ghost Ape Games
RISE OF THE FIVE FAMILIES: THE CAMPAIGN
A Noir Crime Campaign for 1929–1931 New York
A Bullets & Bootleggers / Ghost Ape System Campaign
New York doesn’t change all at once.
It changes one body, one deal, one bad decision at a time.
Rise of the Five Families: The Campaign is a full-length noir crime campaign built to be played inside the Rise of the Five Families citybook. It takes a living New York and pushes it forward — through the Castellammarese War, the collapse of old Mafia traditions, and the violent birth of modern organized crime.
This is not a victory lap.
This is where the bill comes due.
WHAT THIS CAMPAIGN IS
• A complete campaign arc spanning 1929–1931
• A mission-driven framework that reacts to player choices
• A noir crime story about power, reform, betrayal, and survival
• A pressure system where history is not guaranteed to unfold cleanly
The players are not spectators to history.
They are stress fractures inside it.
HOW THE CAMPAIGN WORKS
The campaign is structured as a series of modular missions, events, and escalation beats that GMs can run in sequence or remix freely.
Each mission:
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Advances the power struggle between factions
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Alters HEAT, Reputation, and law enforcement pressure
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Creates lasting consequences that echo into later arcs
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Pushes the city closer to an irreversible tipping point
You are not racing to an ending.
You are watching something form — and deciding who survives it.
WHAT’S INSIDE
A Campaign With Teeth
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Dozens of play-ready missions (street jobs, political plays, hits, betrayals, cleanups)
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Transitional events that fill the space between big moments
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Escalation rules that respond to success, failure, and excess violence
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Endgame structures that resolve the war without forcing a single outcome
The War That Makes the Families
The campaign covers:
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The Castellammarese War from the ground up
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Old-guard bosses losing control
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Reformers trying to modernize crime before it eats itself
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The quiet construction of the Commission — or its collapse
Who becomes one of the Five Families is not locked.
Who gets erased from history absolutely is.
Consequences That Stick
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Law enforcement pressure that remembers patterns
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Political favors that rot over time
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Allies who become liabilities
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Violence that solves problems and creates worse ones
By the end of the campaign, the city should feel older.
Noir First, Occult Optional
The campaign is written to run as:
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Pure historical crime noir
or -
Occult noir with grounded supernatural forces lurking behind greed, labor, money, and belief
Magic never replaces crime.
It just makes the aftermath stranger.
HOW IT ENDS
There is no single “correct” finale.
Possible outcomes include:
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A successful consolidation of power
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A hollow victory that poisons the city
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A failed reform that leaves New York worse than before
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An ending where the players survive — but don’t win
The campaign doesn’t promise justice.
It promises closure.
WHO THIS IS FOR
✔ GMs who want a full campaign, not a loose suggestion book
✔ Groups that enjoy moral pressure and long-term consequences
✔ Fans of Boardwalk Empire, The Godfather, Donnie Brasco, and hardboiled noir
✔ Tables that don’t need happy endings to feel satisfied
This campaign assumes your players will make mistakes.
It’s written to use them.
SYSTEM & REQUIREMENTS
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System: Ghost Ape System (GAS)
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Required: Rise of the Five Families (Citybook), Bullets & Bootleggers Players Guide, GAS Corebook
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Recommended Levels: 2–8 (crew to power brokers)
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Format: Full-color PDF
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Length: ~530 pages
THE POINT
If you want a campaign where:
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Success feels dangerous
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Loyalty has a shelf life
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And history doesn’t care what you meant to do
This is the book.
New York will not thank the players for what they build.
But it will remember them.