Scum: Clued Up GM Section

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Scum: Main Page --> Scum: Fings to Do --> Scum: Clued Up --> Scum: Clued Up GM Section



Overview

THIS IS THE GM'S SECTION FOR THE CLUED UP SCENARIO. DON'T READ THIS PAGE IF THERE IS ANY POSSIBILITY YOU MIGHT READ THIS GAME. Instead, head back to this link!

Having said that, all you GMs out there might want to bear in mind that these are just suggestions as to how you could unfold the mystery for the players - you can drop or ignore as much of this as you like.

The Answer: Where is Darryl's Money?

Darryl had indeed made ten thousand pounds from drug dealing, and was indeed planning to elope with the cash. However, he had been doing so without the permission of the local Polish organised crime gangs, and as such they've been beating him up regularly looking for his cash.

For that reason, he changed his cash into a more readily portable form (diamonds, no less) and hid them in a double-condom stashed in his back pocket. No, not the back pocket of his jeans, but rather the back pocket between his buttocks...

The Trail of Clues

The Study

The Lounge

The Kitchen

Professor Plum

Reverend Green

Miss Scarlett

Mrs. Peacock

Colonel Mustard

Mrs. White

Mood and themes

GMing troubleshooter

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!

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?