TEXT: “You know, I always
  preferred revolvers”, the old
  man said.  Then he coughed
  and lit another cigarette.  He
  had given up smoking 30
  years ago, but now that he
  was in his 90s, and didn't have
  much time left, he decided he
  would enjoy himself.”they can
  use more powerful loads, and
  don't leave casings at the scene
  of the crime.  And after all, if
  you get into a situation that
  can't be solved with six bullets,
  you're in over your head, and
  shouldn't be there in the first
  place.”
  “You senile grandpa? I don't
  care what you prefer, I'm here
  for some guns, and I want
  them now!”
  “Thats no way to speak to
  your elders”, came the reply as
  the old may pulled out a key
  and unlocked the trunk of his
  car, “especially not a Yakuza
  with two dozen AK-74s in his
  trunk”
  “Whoa man, thats hard
  core, we just wanted a 9 mil to
  hold over the drug store!”
  “Might I interest you in a .
  38 caliber revolver instead?”
  GANGLAND
    
  By Chainsaw Aardvark
  This is my original work, please do not claim it as your own or sell it
  for a profit. However I do grant limited permission to print copies for ease
  of reference and play. All other standards of copyright apply. Comments
  may be directed to my E-mail Address: Flanker39@gmail.com The forums
  of the excellent site 1km1kt.net are an appropriate forum for suggestions
  as well.
  Basic Mechanics
  This game relies on the use of 10 sided dice – up to a half
  dozen at a time for some weapon damage rolls – though only two
  per player are truly needed. Optionally, a number of d6s can be
  used for the damage of weapons to reduce the lethality of the game.
  Most of the actions in the game are accomplished by rolling
  percentile dice (D%).  This is done by rolling 2d10 (two ten sided
  dice), counting one as the tens column, and the other as the ones
  column.  For example, if I roll a red die, and a blue die, calling the
  red one the tens, and get outcomes of 4 and 5 respectively, the end
  result is 45%.  If both dice come up zero, then the result is 100%.
  Character creation
  The characters in this game are defined by four attributes, and
  10 skills.  Each statistic is rated from 10 to 50, and each skill is
  rated from 10 to 50 as well.
  The attributes are
  Smarts: 
  Your general intelligence and wit.
  Muscle: 
  Strength and ability to exert force
  Speed: 
  How quickly you move and react
  Savior Fair: 
  Your charisma and mark upon others.
  The skills are listed on the next page, and you must chose ten
  (10) of them.  While categories are provided for ease of reference,
  the classification of the skill matters little in actual play.
  You have 140% to distribute amongst the four attributes, and
  240% to distribute amongst the skills you have chosen for your
  character.  
  As a further hint, 35% is average for attributes, and 20% is the
  starting range for being good in a skill.  You may chose to
  emphasize some skills, but 10% is bare minimum competence.
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  1
  
  Skill explanations
  (1)The ability to operate
  tracked vehicles,
  which include
  military units and
  construction
  equipment
  (2)Weapons such as
  flamethrowers,
  grenade launchers,
  rocket launchers, and
  other choice
  implements of
  massive mayhem.
  (3)Knowledge of
  statutes, rights,
  loopholes, etc, what
  any good lawyer
  knows.
  (4)An understanding of
  how money will help
  the system along,
  how much, etc, what
  any good lawyer
  knows.
  (5)The ability to notice
  something amiss in
  the area, or to read
  peoples emotions.
  (6)Mixing chemicals of
  assorted types –
  useful for making
  drugs, explosives,
  acid, and so fourth.
  (7)Modifying weapons
  (8)checking a crime
  scene, and general
  detective work.
  Drive Skills
  Automobile
  Truck
  Motorcycle
  Plane
  Helicopter
  Boat
  Tracked
  (1)
  Firearms Skills
  Handgun
  Rifle
  Sub-machine gun
  Automatic rifle
  Special
  (2)
  Places
  Breaking and Entering
  Hide
  Business
  Security
  Moving
  Climbing
  Sneaking
  Acrobat
  Swim
  Close Combat Weapons
  Hand to Hand
  People
  1st aid
  Disguise
  Law
  (3)
  Deal
  Bribing
  (4)
  Streetwise
  Intimidate
  Interrogate
  Awareness
  (5)
  Things
  Forgery
  Hacking
  Electronics
  Safe Crack
  Concoct
  (6)
  Repair
  Appraise
  Explosives
  Gun smithing
  (7)
  Forensics
  (8)
  It is completely possible to attempt most actions without a skill,
  but quite often the right skill will effectively double your chances!
  Just as a personal preference, my habit is to met out the
  percentages for the skills and attributes in 10% blocks, and then
  fine tune, but use whatever system works best for you.
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  2
  
  Example Character
  Slice got his nickname
  when he cut up a
  ganger who made fun of
  his real name Barkley
  Dogg.  He is a lithe and
  personable fellow, not
  the smartest, but he
  takes care of his health.
  Slice has the attributes:
  Smarts
  25
  Muscle
  35
  Savior Fair
  40
  Speed
  40
  To improve upon these
  natural abilities, he has
  studied up, and has the
  skills:
  Melee
  40
  Handgun
  30
  Hand to Hand
  25
  Breaking & Entering 25
  Truck
  10
  Motorcycle
  20
  Repair
  20
  First Aid
  30
  Bribe
  15
  Intimidate
  25
  Hit points:
  75
  Carry:
  70
  Haul:
  140
  Hand to Hand 
  3d10
  Once the stats and skills have been allocated, its time to make note
  of a few derived stats.  If you need to round, round up.
  •
  Hit points, which measure how much damage a character can
  take before going unconscious, are equal to Speed + Muscle.
  •
  Carry: You can carry around a weight equal to twice your
  muscle stat with little discomfort.
  •
  Haul: Four times your muscle stat is how much you can carry, if
  you don't mind being slowed to a walk, and heavily burdened.
  Both Haul and carry are measured in kilograms.
  •
  Hand to hand damage: Muscle÷10 = d10s of punch damage,
  kicks do +5 damage in addition to this.
  The speed attribute indicates the number of meters they can run in
  12 seconds sprinting, though they can only move half as fast
  normally, and one tenth as fast if they are trying to move carefully.
  These are the mandatory tasks to create a little game piece to move
  about the world, however, the point of role playing is is to create a
  person, not a chessman.  So before you begin playing, ask yourself
  a few of the following questions to help figure out what type of
  person you're going to role play.
  1. What is your name, age, place of birth, and current residence?
  2. Why did you chose/get forced into the occupation you have?
  3. Which of these do you prefer: Money, Fame, Honor, Friendship,
  Power, Family, Safety.
  4. Are there any taboos you will never violate (ie rape, torture,
  murder, cannibalism.)in your line of work?
  5. What do you look like?
  6. Preferred weapons? Hide Outs? Methods? Food?
  7. Is there anyone you're protecting, besides yourself?
  8. If you were given the chance to go to the other side of the law,
  would you?
  9. Do you think what you're doing is justifiable? Are you
  Redeemable?
  10.If you were given a tax free $10,000 gift, how would you spend
  the money?
  Now Just as a reminder, just because the name of the game is
  Gangland, doesn't mean you have to be a criminal. You could be an
  undercover cop, a mercenary, a spy, or any number of other
  occupations, just clear it with th game master first.
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  3
  
  Example of play
  Slice sauntered into the bar
  like he owned the place. Hell if
  the heist had gone off as
  planed, he'd have enough
  money to make good on that
  offer, but the cops had shown
  up sooner than expected, and
  he'd barely gotten away.  He
  was in no mood for any lip, but
  three gangers came up to greet
  him.
  The player controlling
  slice says he doesn't want
  a fight, so he's going to
  attempt to intimidate the
  kids into leaving him
  alone.  Thus the player
  adds his 25% intimidate
  skill to his 40% Savior
  Fair attribute, for a 65%
  chance of sneering the
  kids away.  The player
  gives his reaction, makes
  the roll, and the GM
  describes what happens
  next.
  Slice stares right through
  the first gang member, and
  opens his jacket just enough to
  show off the grip of his
  revolver.
  68% is rolled, the GM
  feels gracious and says
  thats good enough to
  scare off two of them the
  third still advances
  Two of them back off like
  scared children, but the third
  is trying hard to look tough.
  “You think that little pop-gun
  scares me?”
  “Course not” replies Slice,
  “You're supposed to be scared
  of me”
  Taking Actions
  Its pretty simple to accomplish most tasks, so don't force the
  players to roll dice unless there is an element of risk if they fail.
  If they do need to preform an action, it is as simple as rolling
  d% and comparing their result to their attribute.  If they have an
  applicable skill, they may add that to the attribute they are using. If
  the roll is equal to or less than the attribute (or attribute and skill
  total) then the task is successful, while if the result is grater than
  the target percentile, the task is a failure.
  Combat
  To properly aim a rifle, there are several steps you must take.
  First, lock your hands together to create a small “O” and look
  through this O at an object ten feet away.  Close your left eye, open
  it, then close your right eye.  You will notice that the image stays
  the same one way, but shifts the other.  The eye that maintains a
  picture similar to having both eyes open is the dominate eye, and is
  the one you use when looking for a sight picture.  After this hold
  the rifle rigidly, brace the weapon with you left hand, while
  holding the pistol grip in your right hand, pressing the butt of the
  gun to your shoulder.  Slow down your breathing, and once you
  have lined up the target, exhale, and hold your breath shortly.  This
  is the time where you carefully squeeze the trigger – don't jerk it as
  that may throw off your aim – and if you lined up the sights
  correctly, the target will be perforated.
  In this game, you don't have to worry about any of that.
  This is a game about quick moving and quick shooting.
  Firing is handled just like any other skill with relativity few
  modifiers.  In fact, there are only six elements that might alter your
  chance to hit, it is rare for more than one or two to apply at any one
  time.
  Combat is divided into 12 second rounds, where each
  individual involved gets one action, along with the possibility of
  running, though movement may interfere with other activities.
  To determine who goes first, an intuitive roll is made for
  each participant in the fight.  Sometimes, it is advantageous, at
  least from a bookkeeping standpoint to have certain groups act as
  one, all going on the same initiative – such as all the innocent
  bystanders will run at the same time.  If several dozen police are
  involved, they are going to act in small teams, not individually.
  Regardless of if the roll is for a gestalt or a single person, the roll
  procedure is the same.  D% subtracted from the character's speed,
  with the highest number going first, and counting down from there.
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  4
  
  Optional rules for more
  realistic  combat
  Range:Consider using range
  brackets dependent on the
  weapons range – 1x, 2x, and
  4x, for no penalty, -10%,
  and -20% to emphasize that
  long range shots are more
  difficult.
  Movement: Shooting while
  moving at full speed is -20%
  to hit, at half sped, -10%,
  and at a cautions 1/10
  speed, no penalty, other than
  you're moving slowly.  These
  minuses are cumulative with
  the speed at which the target
  is moving as well – if both the
  firer and the target is running,
  no one is likely to hit.
  Optional rules for more
  cinematic  combat
  Hit Points: Give characters
  50 extra HP during character
  generation to show they are
  tougher than normal – their
  the heroes (or at least
  antiheroes).
  Over the top (OTT) Points:
  OTT Points are a chance to
  get +30% to all attributes for
  a few minutes, making it safer
  to attempt amazing stunts like
  a John Woo movie.  Handout
  OTT points as rewards, and
  start them with 3-5.
  There is one addition to this otherwise simple procedure –
  sometimes skill will play a part in when you're going to act.
  Assassins trying to attack quietly may add their stealth or hide skill
  to their speed, while the SWAT team searching for them will add
  their awareness skill to their speed to see if they spot the enemy
  before they attack.
  Once an order for action has been decided, each person gets
  to take an action, normally something offensives, such as shooting
  or a close range attack, though they are free to try other actions,
  like entering and starting a car, or breaking a door.
  Generally, when you make a hand to hand attack, you will
  use your muscle attribute, however, when you're firing a gun, you'll
  use the speed attribute, since that covers reaction and aim.
  While combat is meant to be simple as far as game
  mechanics are concerned, life is nothing without a few
  complications, and theres an obvious difference between shooting
  the broad side of a barn at 10 feet, and tagging a head shot at 200
  yards. Here is a short list of those possible complications:
  Range: 
  Point blank range – under ten feet – gives +10%
  Extreme Range – greater than 4x the weapon's listed range is -20%
  Movement
  Target movement: -10% if they are running
  Firer Movement: -10% if they are running
  Cover:
  The percentage of the target covered by bullet stopping obstacles
  (trees, walls, etc) is the % subtracted from your chance to hit.
  Multiple Targets
  -20% per additional target if using a semi-Automatic weapon
  -10%  per additional target if using a Fully-Automatic weapon
  Now perhaps this list of modifiers is a bit much to mull over,
  or your looking at your measly skills and wondering how you can
  hit anything.  Well, theres also a number of bonuses to be had if
  you use the right weapon, but that is handled in the next section.
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  5
  
  My standard is that all the
  worthwhile things in life can
  be summed up with only three
  letters: cat, fun, sex, gun.  Cats
  especially, but guns deserve
  special mention.
  The Declaration of
  Independence forwards the lie
  that all men are created equal.
  Now really, is the president
  just like any bum off the
  street?  Of course not we say,
  he has so many more
  responsibilities than the
  average person.  After all, he's
  the one with the finger on the
  F**king button. 
  Well, a gun is a button we
  can all proudly carry, and
  keep our finger on.  It makes
  everyone equal.  Once person
  with a gun can change the
  president as quickly as
  months of campaigning and
  four million votes..
  Guns get you respect, they
  get me money, and everyone
  listens to a man with a gun.
  Except for cats.  They control
  themselves and don't care how
  much power you have, you
  can carry around a machine
  gun in one hand a a grenade
  launcher in the other, and in
  the end, you'll still end up
  changing their litter box.
  Thats why cats are great.
  Have Gun, Will Travel
  A word or warning as we approach the firearms section.
  Combat is deadly, some of these weapons can easily kill a
  character with one shot.  This is part of both the genera of life is
  cheap, bullets aren't, and part of the system, as most NPCs will be
  out of the fight quickly, so the GM doesn't need to keep track of a
  dozen different hit-point totals at one time.
  That being said, the damage of a weapon is reliant on two
  factors – the caliber of the gun, and the type of weapon.  In general,
  there are only three, sometimes four statistics that apply to guns,
  and price isn't one of them (see the note of purchases later on).
  The statistics are the number of bullets it caries, the type of bullets
  it fires, and its base range.  
  The major calibers are as follows:
  Pistols
  .32
  ACP
  1d10+5
  .38
  special
  2d10
  9mm
  9x19mm 
  1d10+10
  .357
  Magnum
  3d10+5
  .45
  ACP
  4d10+10
  .44
  Magnum
  5d10+5
  .50
  Action Express
  4d10+20
  Rifles
  5.56 
  (.223)
  3d10+20
  7.62 
  (.30)
  4d10+30
  12.75 
  (.50)
  5d10+50
  Shotguns
  12 Gage
  Buckshot
  6d10+20
  12 Gage
  Slug
  4d10+40
  20 Gage
  Buckshot
  5d10+10
  20 Gage
  Slug
  3d10+30
  Every weapon affects the damage its ammunition inflicts,
  sometimes in a minor manner, and sometimes it can double the
  power of a weak round.  Well made guns can increase your chance
  of hitting, while poor guns can be quite inaccurate.  
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  6
  
  Example Guns
  M1911 
  Caliber:
  .45 ACP
  Ammunition:
  8
  Accuracy:
  +0
  Base Range:
  20 feet
  Damage:
  4d10+10
  AK-47 
  Caliber:
  7.62
  Ammunition:
  30
  Accuracy:
  -5%
  Base Range:
  80 feet
  Damage:
  5d10+30
  Full Automatic
  Colt Python
  Caliber:
  .357
  Ammunition:
  6
  Accuracy:
  +10%
  Base Range:
  15 feet
  Damage:
  4d10+10
  Skorpion SMG 
  Caliber:
  .32
  Ammunition:
  20 or 30
  Accuracy:
  -10%
  Base Range:
  12 feet
  Damage:
  1d10+10
  Full Automatic
  Spasi-12 Combat Shotgun 
  Caliber:
  12 GA
  Ammunition:
  12
  Accuracy:
  +10%
  Base Range:
  12
  Damage:
  7d10+20
  Full Automatic!
  9mm Hold Out
  Caliber:
  9 mm
  Ammunition:
  8
  Accuracy:
  -10
  Base Range:
  8 feet
  Damage:
  1d10+15
  Hunting Rifle
  Caliber:
  7.62
  Ammunition:
  5
  Accuracy:
  +0
  Base Range:
  150 feet
  Damage:
   5d10+30
  Since this is not “Jane's Firearms of the World's Armies” we
  don't need to be too worried about little facts like .44 magnum is
  only used by large frame revolvers, or the difference between a
  Beretta M9, a Glock 17, and a CZ-75, they are all similar enough
  that we can call them the same.  If you want to name your guns for
  style, more power to you, but these are just put under general
  categories.
  Each weapon includes its bonus to damage, then any
  modifications to accuracy, and then a range of average magazine
  capacities, though once again, this is a game, not an arms bazaar.
  Type
  Damage
  Accuracy
  Range
  Ammo
  Revolvers
  Snub
  1d10
  -10.00%
  10 to 15
  5 to 7
  Standard
  1d10+5
  0.00%
  20 to 35
  5 or 6
  Target
  10
  20.00%
  30 to 50
  5 or 6
  Semi-Auto
  0
  Compact
  5
  -10.00%
  12 to 15 
  7 to 10
  Standard
  +1d10
  0.00%
  15 to 20
  10 to 15
  Target
  10
  10.00%
  25 to 35
  8 to 12
  Submachine
  gun (SMG)
  +1d10
  15 to 25
  10 to 30
  Rifles
  Carbine
  5
  40 to 60
  20 or 30
  Assault
  +1d10
  -10.00%
  80 to 120
  20 or 30
  Sniper
  +1d10+10
  10.00% 100 to 200!
  5 to 10
  Shotguns
  Sawed-off
  +2d10
  20.00%
  5to 8
  2
  Standard
  +1d10
  10.00%
  12 to 20
  3 to 7
  A few other possible modifications exist to enhance a guns
  performance.  
  Scope
  +10 range
  Silenced
  -5 range, -10% accuracy
  Saturday Nigh Special
  -15% accuracy
  Modified to Full Automatic
  -10 range, -10% accuracy
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  7
  
  Example Play
  Continued
  The ganger laughs.  He is
  too dumb to know who he is
  dealing with, and too macho to
  back down with his friends
  watching.  He drops his
  cigarette on the floor and takes
  a swing ant Slice.
  The teen has 30% in his
  muscle attribute, but no hand
  to hand training, giving him a
  lowly 30% chance of hitting.
  The GM rolls a 29, and the
  punch connects.  The 3d10
  punch inflicts 12 damage on
  Slice, but with 75 HP, that isn't
  much.
  Slice staggers back, then
  spits and lunges forward for
  his own attack.
  Everyone rolls
  initiative.  Slice gets 15%,
  the thug gets 17%, and
  his buddies get -5% and
  -12%.  The order is the
  thug, slice, and then the
  friends.  The second
  punch fails to connect.
  Slice Likes his scotch on the
  rocks and Harley cycles, but
  doesn't like three on one odds.
  He pulls his gun and tries to
  perforate all the two others
  before they act.
  Slice has 40% in speed,
  30% in handgun, and
  +10% from his revolver,
  but is at -40% for
  shooting at two targets
  with a semiautomatic, for
  a result of 40% to hit each
  target.
  Other Weapons
  The creativity of players and their characters is both the
  blessing and the curse of role playing games, its inevitable that they
  will get their hands on something that the GM might not have
  planned for.  Improvised flame throwers, smuggled grenades,
  Molotov cocktails, anything goes when they need it.
  Flame Thrower: 
  5 shots, 10 foot base range, 4d10 damage
  Fighting knife:
  2d10+10
  Small Knife:
  1d10+5
  Throwing Knife:
  1d10+10, 5 foot range
  Grenade:
  8d10, range in feet = muscle of thrower, 
  blast radiums is 15 feet
  Fire Bomb:
  2d10 for 2 minutes, (10 combat rounds) 
  unless extinguished.  10 foot radius, 
  range = muscle of thrower - 10
  Car Bomb:
  10d10+40, 25 foot radius
  Baseball bat:
  Punch+1d10+5
  Chainsaw:
  4d10+15
  Plastic Explosive:
  4d10/kg to a 5 foot area
  Dynamite:
  1d10+10/stick, 4 foot area
  Poison:
  1d10+5 to 5d10+20 depending on type
  1 Megaton H-Bomb:
  Kill everyone and end the game early.
  I don't want to know how they got it.
  Protection
  With all this hardware, the players are going to wonder what
  will be stopping the bullets and shrapnel.  Well the good news, is
  that armor is easy to handle – it just adds to a character's aggregate
  hit points – no funky THAC0 or fractional damages.
  Bullet Proof Vest
  30
  BPV + Trauma Plate
  50
  Flack Vest
  70
  Cement Wall
  45
  Dumpster
  60
  Table
  20
  Filing cabinet
  25
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  8
  
  Example Cars
  1977 Chevy
  Speed:
  110
  Handling
  -10%
  HP
  180
  Crown Victoria 
  (Police Cruiser)
  Speed:
  160
  Handling:
  +10%
  HP:
  120
  Harley Cycle
  Speed:
  120
  Handling:
  +10%
  HP:
  80
  U-Haul Truck
  Speed:
  80
  Handling:
  -20%
  HP:
  200
  Cars
  Once again, this isn't Kelly's Bluebook of automobiles form
  1904 to 2005, so the game mechanics for cars are fast and loose.
  There are only three attributes you need to know for a given car –
  its hit points, its handling percentage and its speed, the rest is
  optional.  Giving a bit more description certainly makes it a more
  vivid picture than three numbers can, but since the name of the
  game is love 'em and leave 'em, we aren't going to have too many
  stats to follow.
  The Handling of a car is presented as a percentage, which in
  turn is applied as a bonus or penalty to your driving skill when you
  attempt to pull stunts.  Zero, neither plus nor minus, is the average
  for most cars, but the range is from +30% (tricked out sport car) to
  -30% (weighted down brick on wheels).
  The speed is a number given in miles per hour, and ranges
  from 40 (dirt bikes) to 240 (race cars), generally given in 20 mph
  increments.
  Prices
  This is a game about theft and crime, I figured you'd just
  steal what you need and not worry about value. However, some of
  you might want to know the legitimate price of something.  Well,
  that is up to the GM, this is a game after all, not a warehouse sale.
  There are only seven numbers you need to know.  10, 25, 50, and
  75, are the base costs, and 100, 1000, and 10,000 are the
  multipliers.  If a cost is needed, the GM picks a base cost, and if he
  thinks its worth more, multiplies it.  
  Health and Healing
  Bullet wounds are serious, and chest wounds suck.
  However, role-playing is about being able to pull off feats we can't
  accomplish in real life.  To that end, the healing rate of wounded
  characters is amazingly fast.  Simple rest will heal 10 hit points a
  day, and actual medical attention can heal twice that – 20 hp.  This
  means you can go from death's door to full health in a week, even
  without a hospital.  Yeah, its unrealistic, but who wants to role play
  what its like to be in a coma?
  Character Advancement
  Most people learn from their experiences, and those who
  don't still get lucky every now and then.  It is easy to give out
  experience points (XP) in this game – each XP correlates directly
  to 1% for a skill.  If you want to raise a skill from 10% to 20%, you
  just need to spend 10 XP.  Its three times more expensive to raise
  an attribute. 
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  9
  
  This is a modified version
  of the original document,
  with a few corrections, new
  copyright information, a
  slight changes to the layout,
  and two new guns.
  I think imitation is flattery,
  and always love to hear about
  how people are using my
  games.  Please, let me know
  if you want to collaborate on
  a new set of rules, or just like
  these as is.
  Parting Thoughts
  Stealing cars and randomly killing people for their money
  gets old surprisingly quickly.  For this reason, along with the
  attention to good taste and avoiding the ire of those who think you
  are planning a real crime, these activities should not be the core of
  any game.  What should be the core is the interrelation of the
  groups present.  remember that a city is made of hierarchies that
  are stacked upon each other, and the players, regardless of which
  side of the law they work on, are still trapped in these hierarchies.
  The police are stopped by the corrupt members of city hall, and the
  gang members are controlled by the mafia capo.  
  Just because the title of this game is “Gangland” doesn't
  mean the players have to be gangsters.  They could be undercover
  cops trying to arrest the criminals, or foreign mercenaries hired for
  muscle.  Maybe they're a bunch of vigilantes who are taking the
  law into their own hand.
  Furthermore, as a Game Master, you are free to create
  anything you want.  What if the guy the players were hired to off
  was a vampire, and thus returns every night, no matter how many
  times they shoot him?
  Keep in mind, the key to any city is its description and its
  architecture.  Decrepit buildings with gray bricks clustered together
  leads to claustrophobia and paranoia, while open vistas are more
  relaxing.
  There are two things that a GM should never fear.  The first
  is improvisation.  Sure, a character may not have the interrogation
  skill, but if the player describes how he is waving about a gun
  while shouting, give his a bonus to Savior Fair anyway.  Secondly,
  don't be afraid to hurt, capture, or kill the players.  Even Al Capone
  got caught, and we all know what happened to Bonnie and Clyde.
  Making charters is easy, it gives the player a new challenge, and
  whats the point of crime if you get everything without risk?
  Chainsaw Aardvark: Ants don't stand a chance.
  Copyright 2006.  Rights Reserved. 
  10
  
SOURCE: textdata/thevault/Gangland/Gangland Corebook Lite.pdf