Difference between revisions of "Scum: Clued Up"

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(Scenario Structure)
(Scenario Goal)
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==Scenario Goal==
 
==Scenario Goal==
  
The goal of the Scenario is to find the ten thousand pounds, and then survive till six am. At 6am the Scum with the ten grand wins, and can escape with his winnings to a life of sun, sand and venereal diseases on the island of Ibiza!
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The goal of the Scenario is to find the ten thousand pounds, and then successfully leave the estate. At 6am the Scenario ends - its presumed that with dawn light the police swoop into the estate in force, and round up all the usual suspects (who are the player characters, obviously). If no-one makes it out with the cash by 6am, then no-one wins!
 
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Revision as of 10:36, 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.

The game ends at 6am - that is the last half hour of the game begins at 5:30 am.

Scenario Goal

The goal of the Scenario is to find the ten thousand pounds, and then successfully leave the estate. At 6am the Scenario ends - its presumed that with dawn light the police swoop into the estate in force, and round up all the usual suspects (who are the player characters, obviously). If no-one makes it out with the cash by 6am, then no-one wins!

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