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Scum: Clued Up GM Section
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===The players have run the game out of clues! There aren't any enough to find!=== First, be sure that this is the case. Though the location clues can each only be picked up once, the witnesses can each be interviewed multiple times by different scum (though each given witness only counts as one clue for a given scum). Also, count the number of clues that the players have in total between them - if they have five different clues between them, then its okay - the game now becomes about forcible redistribution of the clues! If there truly are only 4 clues left in play (for example, if a good number of witnesses have been killed by the players, or are now out of their time slot, and if key locations have been shut down by the police), then you have two options. The first is to throw in an "inspiration session". Any character can spend half an hour drinking heavily or smoking weed (shrapnel/drug + pisshead/stoner check as normal), and on a success will have a flash of insight, gaining a free Clue. The second is to tell the players that there's no longer enough clues for their Scum to solve the mystery, and to end the game. Perhaps they'd like to start the scenario again?
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