Scum: Clued Up: Difference between revisions
No edit summary |
|||
Line 8: | Line 8: | ||
''"Well, no sh*t, Cheryl."'' | ''"Well, no sh*t, Cheryl."'' | ||
''"I reckon it was | ''"I reckon it was Reverend Green, in the Billiard Rooms, with the Candlestick."'' | ||
''"You dumb bint! It weren't | ''"You dumb bint! It weren't Reverend Green, it were us here! We all kicked Darryl's head in, on that car park over there and then stuck him some with our knives!"'' | ||
''"Oh yeah, I fer-got. Why'd we do that then?"'' | ''"Oh yeah, I fer-got. Why'd we do that then?"'' | ||
Line 25: | Line 25: | ||
=Overview= | =Overview= | ||
This scenario covers a twelve hour time period from 6pm to 6am. It starts in | This scenario covers a twelve hour time period from 6pm to 6am. It starts in a nameless multistorey car park with the murderous Scum (aka the Players) stood around Darryl's dead body. | ||
A few minutes earlier, Darryl was bragging that he had been dealing scag (heroin) and had made ''"loadsa moolah, like ten grand"'' (£10,000). He was boasting that with the money he'd be ''"leaving this dump and going to Ibiza to large it up"'' (translation: he was going to go to the famous holiday resorts in Ibiza in order to spend his fortune on drink, drugs and women.) | A few minutes earlier, Darryl was bragging that he had been dealing scag (heroin) and had made ''"loadsa moolah, like ten grand"'' (£10,000). He was boasting that with the money he'd be ''"leaving this dump and going to Ibiza to large it up"'' (translation: he was going to go to the famous holiday resorts in Ibiza in order to spend his fortune on drink, drugs and women.) | ||
Line 35: | Line 35: | ||
This ties us back to the piratical themes of the Scum game as well: | This ties us back to the piratical themes of the Scum game as well: | ||
* This is a treasure hunt in the classic sense, with an X-marks the spot map, and buried loot in a hidden location. | * This is a treasure hunt in the classic sense, with an X-marks the spot map, and buried loot in a hidden location. | ||
* The | * The "Hall" represents safe port - the tower block where Scum can go home, lock their doors, and hide from the world. | ||
* The "Black Spot" is the same as the Loot - once you're carrying the loot, there's no safe haven, there's no place to hide! Are you scared yet? | |||
* The story naturally starts with a "mutiny". The deceased Darryl is as close as we'll get to a pirate captain, and his death leaves a power struggle in the ranks! | |||
<br><br> | |||
==Scenario Structure== | |||
The game starts at 6pm, and runs up to 6am the next day. As with all ''Scum'' games, it moves forward in half hour increments. | |||
When the game begins, they players are at a nameless mult-istorey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll have no reason to return here. | |||
After initial roleplaying, each player can decide which location his Scum is headed to next. When they arrive, the game proper begins - it is six in the evening, and the search for the loot can begin. | |||
<br><br> | |||
==Scenario Goal== | ==Scenario Goal== | ||
<br><br> | |||
==Finding The Dosh== | ==Finding The Dosh== | ||
<br><br> | |||
==Keeping The Dosh== | ==Keeping The Dosh== | ||
<br><br> | |||
=Locations= | =Locations= | ||
==The Hall== | ==The Hall== |
Revision as of 17:15, 9 March 2009
Scum: Main Page --> Scum: Fings to Do --> Scum: Clued Up
"Ohmigod! Tracey, have you heard? Darryl's been killed!"
"Well, no sh*t, Cheryl."
"I reckon it was Reverend Green, in the Billiard Rooms, with the Candlestick."
"You dumb bint! It weren't Reverend Green, it were us here! We all kicked Darryl's head in, on that car park over there and then stuck him some with our knives!"
"Oh yeah, I fer-got. Why'd we do that then?"
"Because he let on that he was dealing scag, and had made ten grand, and was going to Ibiza with it, and we wanted his money, that's why!"
"Oh yeah, I fer-got that too. So why ain't we in Ibiza now?"
"Cos he didn't have the money on him, you stupid cow! Ain't you been listening? Now we gotta search round his local haunts and see where he hid it. You are so fick! I ought to stab you too!"
"Don't hurt me, Trace, I'm preggers!"
Overview
This scenario covers a twelve hour time period from 6pm to 6am. It starts in a nameless multistorey car park with the murderous Scum (aka the Players) stood around Darryl's dead body.
A few minutes earlier, Darryl was bragging that he had been dealing scag (heroin) and had made "loadsa moolah, like ten grand" (£10,000). He was boasting that with the money he'd be "leaving this dump and going to Ibiza to large it up" (translation: he was going to go to the famous holiday resorts in Ibiza in order to spend his fortune on drink, drugs and women.)
Unsurprisingly, his "friends" decided that they'd kill him and take the money for themselves. This is where the game begins.
As may be fairly obvious, the inspiration for this scenario is the board game Cluedo, though the up-front twist is that everybody knows how the murder took place - the goal is actually finding the money!
This ties us back to the piratical themes of the Scum game as well:
- This is a treasure hunt in the classic sense, with an X-marks the spot map, and buried loot in a hidden location.
- The "Hall" represents safe port - the tower block where Scum can go home, lock their doors, and hide from the world.
- The "Black Spot" is the same as the Loot - once you're carrying the loot, there's no safe haven, there's no place to hide! Are you scared yet?
- The story naturally starts with a "mutiny". The deceased Darryl is as close as we'll get to a pirate captain, and his death leaves a power struggle in the ranks!
Scenario Structure
The game starts at 6pm, and runs up to 6am the next day. As with all Scum games, it moves forward in half hour increments.
When the game begins, they players are at a nameless mult-istorey car park, not significant in any way save that this is where the dead Darryl is. Once the game begins, they'll have no reason to return here.
After initial roleplaying, each player can decide which location his Scum is headed to next. When they arrive, the game proper begins - it is six in the evening, and the search for the loot can begin.
Scenario Goal
Finding The Dosh
Keeping The Dosh
Locations
The Hall
The Study
The Library
The Lounge
The Conservatory
The Billiard Room
The Ball Room
The Kitchen
The Dining Room
Things to Find
The Candlestick
The Dagger
The Rope
The Revolver
The Lead Piping
The Spanner
NPCs
Professor Plum
Reverend Green
Miss Scarlett
Mrs. Peacock
Colonel Mustard
Mrs. White