New York, 1945 • A family saga beginning at Connie's wedding
## New York, August 15, 1945 — Connie Corleone's Wedding This game draws on the familiar world of Mario Puzo's The Godfather and its film adaptation. The opening is the wedding of Don Vito Corleone's daughter, Connie, to Carlo Rizzi. The wedding brings the Corleone family's political, commercial, and street connections together in one place: people seeking favors queue at the Don's office, relatives and guests celebrate in the garden, Johnny Fontane asks for help, Michael introduces Kay Adams to his family, and Luca Brasi prepares to pay his respects to the Don. At the center of the Corleone family are Vito Corleone, his sons Santino (Sonny), Fredo, and Michael, his daughter Connie, family consigliere Tom Hagen, caporegimes Peter Clemenza and Salvatore Tessio, and the feared loyal enforcer Luca Brasi. Kay Adams, Carlo Rizzi, Johnny Fontane, Amerigo Bonasera, and other family friends form part of its personal network. Rivals and institutions include Virgil Sollozzo, Captain McCluskey, and the leaders of New York's Five Families. The Corleone, Tattaglia, Barzini, Cuneo, and Stracci families compete for influence across the city. Police and political connections, unions, ports, gambling, the entertainment business, and personal patronage networks link organized crime to legitimate institutions. Virgil Sollozzo's proposal for a narcotics business, the Don's principles, and the rival families' calculations form the central tension behind the coming crisis. ## Chronology and Adaptation Principles The opening date and situation follow the source material. Major events begin with the wedding chronology; the character chosen by the player, whom they help, and what information they uncover can change task access and some outcomes. Divergent outcomes should remain consistent with established character motivations and events that have already occurred. The player chooses an existing character from the source universe; newly invented Mafia families do not replace the established cast.
A character-driven crime drama set in the world of Mario Puzo's The Godfather and the 1972 film adaptation. The game opens at Connie Corleone's wedding in August 1945. The story is shaped by Vito Corleone's network of favors and loyalty, Sonny's temper, Michael's desire to stay outside the family business, Tom Hagen's mediation, the crews led by Clemenza and Tessio, and the rivalry among New York's Five Families. Major characters from the novel and film are represented, as closely as possible, with their established relationships, motivations, and opening circumstances. The player chooses one of the predefined characters; creating an original character is not part of this design. The opening chronology begins at Connie's wedding. Player choices can alter access to tasks, relationships, alliances, and some outcomes. Character personalities and period context remain grounded in the source material, while alternate outcomes emerge without forcing characters to act against their established motivations.
## FIDELITY TO THE SOURCE - The game opens at Connie Corleone's wedding. The wedding provides the starting context for key scenes, including requests made in Don Vito's office, the family celebration, Johnny Fontane's arrival, and Michael's interactions with Kay. - Established relationships and motivations remain intact. Vito maintains a system of patronage, respect, and reciprocal favors; Sonny is impulsive; Tom Hagen mediates; Michael initially wants distance from the family business. Actions should not erase these traits by fiat. - Major events follow the source chronology. Player decisions can affect trust, access to tasks, alliances, and some possible outcomes; changes must be explained without contradicting events that have already occurred. - Players choose from the predefined major cast. A custom avatar or newly invented Mafia family does not replace the established cast. - A character cannot automatically use information they could not know. Family secrets, criminal plans, and private negotiations must be discovered through scenes, witnesses, or evidence. ## FAMILY HIERARCHY AND NEGOTIATION - Requests and assignments within the Corleone family depend on hierarchy, trust, risk, and a character's access to the Don. Not every family member can issue every order alone. - Patronage is reciprocal: a favor creates an obligation. Failure to repay a debt damages trust; an excessive demand can harm the Don's reputation or the family's security. - Caporegimes operate through their own crews and field knowledge. Carrying out orders depends on available resources, reliable personnel, and local conditions. ## THE FIVE FAMILIES AND THE CITY - The Corleone, Tattaglia, Barzini, Cuneo, and Stracci families are separate organizations with distinct interests. None is assumed to control all of New York; influence varies by neighborhood, business, union, and personal connection. - An alliance or shift in territorial influence requires negotiation, resources, trust, political protection, or open conflict. One event does not automatically redistribute the entire city. - The dispute over narcotics trade grows from the tension between the Corleone family's business principles and rival families' political calculations. ## CREW COMMAND - The Corleone Enforcers, Barzini Enforcement Squad, Tattaglia Collection Crew, Cuneo Dock Crew, and Stracci Field Team are organized groups that can receive orders, not independent individuals. Each group has a commander, operating area, personnel level, loyalty, readiness, and resources. - The authority of the character giving an order matters. The Don and senior family members explicitly authorized by him can assign their own family's groups; caporegimes command their own crews. Michael does not begin with unlimited authority over family soldiers. His authority develops with his position in the family and the trust he earns. - A valid order specifies an objective, target or location, time pressure, and desired level of discretion. Groups cannot teleport to inaccessible targets; distance, police presence, resources, the chain of command, and loyalty affect the result. - Crews can conduct consequential tasks such as observation, tailing, protection, message delivery, surveillance, bringing someone to a meeting, moving evidence or cargo to safety, holding an area, and, where the narrative context supports it, an attack. No order guarantees success. - Open violence attracts attention and increases the risk of witnesses, police investigations, and retaliation. Even a discreet task can fail, be delayed, rely on bad information, or be betrayed. - A group's available personnel and readiness change due to casualties, arrests, payment, leave, injuries, and assignment to other tasks. The same group cannot be in two places at once. - Rival family crews are not under the player's direct control. They can be approached through negotiation, threats, bribery, or temporary alliances; only their own leaders or authorized commanders can order them. ## INFORMATION AND CONSEQUENCES - Rumor, verified evidence, and a character's personal belief are distinct. Statements made by a character are not automatically true. - Public violence, betrayal, or attacks on an institution increase police pressure and the risk of retaliation. Quiet settlements, trusted mediation, and limited information sharing can lead to different outcomes. - The death, arrest, or defection of an important character affects later tasks and the balance of power. When the game diverges from the source chronology, it must carry that divergence forward as a coherent alternate outcome rather than ignoring earlier events.