Editing Scum: Game Fu Ingredients
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=='''Genre Tropes'''== | =='''Genre Tropes'''== | ||
− | * Pirates | + | * Pirates (Parrots, Jolly Roger, Safe Port, Swashbuckling) |
− | I'm | + | Three things, it says, so I'm dropping the swashbuckling. |
− | + | The '''Parrot''' is, of course, the mobile phone. No scum is complete without the constant sound of text message alerts and squawks from NPCs on the line. In a way, they fulfil the same role as parrots in pirate stories - they let the scriptwriter interject with humorous comments without having to introduce a whole new character. | |
− | * | + | |
− | * | + | The '''Jolly Roger''' is gang-colours, or marks of tribal identification. I've made it a bit more explicit by having the skull and crossbones as the main gang symbol of the protagonists. Essentially though, in piratical fiction the "Jolly Roger" is a sign that our ne'er do well protagonists have arrived. It is a sign of contempt for authority, and a declaration of war against society. It invokes shudders of fear from "normal people". Sounds like a gang marking to me... |
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− | * | + | '''Safe port''' is ''"the flat"'', which we talk about more in the rules. The council estate is the equivalent of the high seas, but once back in your apartment, you can lock the door and have a kip in peace, knowing that you're not going to get knifed, because your mums there keeping an eye on you. |
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+ | I'm going to play up other piratical themes as well: | ||
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+ | * "Buried treasure" - The stories will often revolve around hidden stashes of loot, though generally not actually chests of gold. | ||
+ | * "Gold over loyalty" - The Scum say they're all watching each others backs, but really they're just looking for a spot to put the knife in, and they'll sell each other out for small amounts of cash. | ||
+ | * "Mutiny" - There's an Alpha scum, but everyone's always looking to take his place. | ||
=='''Images'''== | =='''Images'''== | ||
− | http:// | + | http://flickr.com/photos/8077261@N08...7611108521927/ |
http://static.panoramio.com/photos/original/118083.jpg | http://static.panoramio.com/photos/original/118083.jpg | ||
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The first picture to me says two things - first of all, its run down, but secondly it looks like a place where people can feel like they belong. It has a sense of home to it. In a way, this reflects the setting of the ''Council Estate'', which is suffering wear and tear, but which the protagonists see as their home. | The first picture to me says two things - first of all, its run down, but secondly it looks like a place where people can feel like they belong. It has a sense of home to it. In a way, this reflects the setting of the ''Council Estate'', which is suffering wear and tear, but which the protagonists see as their home. | ||
− | The barbed wire and the prison camp, however, gave me the idea that the game should be contained within a small space, where the Scum can run rampant, but that they are closed into it, both metaphorically from lack of social mobility, and literally, by the fact that outside of the estate the police will arrest them. Hence the Estate becomes the prison camp, the police the prison guards, and the law is the barbed wire fence. | + | The barbed wire and the prison camp, however, gave me the idea that the game should be contained within a small space, where the Scum can run rampant, but that they are closed into it, both metaphorically from lack of social mobility, and literally, by the fact that outside of the estate the police will arrest them. Hence the Estate becomes the prison camp, the police the prison guards, and the law is the barbed wire fence. In fact, I figured why not go the whole hog, and have actual barbed wire around the estate? |
=='''Other'''== | =='''Other'''== | ||
− | * Board game. (I moved this out of rules, because put here it could | + | * Board game. (I moved this out of rules, because put here it could be a setting element instead.) |
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− | Not using the rules of board games, but rather used them as inspiration points for the various stories | + | Not using the rules of board games, but rather used them as inspiration points for the various stories. |
* Family. | * Family. | ||
− | This is | + | This is a strong theme. |
On the one hand, we have the real families of the Scum, who represent their link back to normal society. | On the one hand, we have the real families of the Scum, who represent their link back to normal society. | ||
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On the other hand, we have the Scum gang themselves, who are like a family, albeit a massively dysfunctional one. | On the other hand, we have the Scum gang themselves, who are like a family, albeit a massively dysfunctional one. | ||
− | + | * Angst. | |
− | + | * Hope, as a physical element that is as essential for existence as water, oxygen, and fire. (Yup, this was in the last challenge, but no-one used it. It will recur until someone steps up to the challenge ) | |
− | * Hope, as a physical element that is as essential for existence as water, oxygen, and fire. | ||
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