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Scum: Clued Up GM Section
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===The players have worked it out off the first clue! Now what?=== What happens now depends on which method of running the game you were going for. If you are working with the default of 5 clues needed, then you can just tell the player that even if they're smart enough to figure things out, their Scum isn't, so they still need to get 5 clues before they can go back to Darryl's body. Don't forget, the scenario stipulates that you can only turn up to grab the loot if you have your five clues, so don't even let players back to the starting location until they're done collecting clues. If you're running the game in a more traditional vein, and dispensing with clue counting, then just roll with it! If you want to stretch htings out a bit you can improv another layer of mystery - perhaps instead of diamonds there is a locker key, and the players then have to go back to the witnesses and clue spots to work out where the locker is!
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