Editing Scum: Game Fu Ingredients

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I'm being a bit liberal here with the interpretation, and going for a piratical feel rather than directly lifting window dressing from piratical trappings. My interpretation of the piratical genre is necessarily a bit darker and grittier than the standard Disney Pirates-of-the-Carribean take.
 
I'm being a bit liberal here with the interpretation, and going for a piratical feel rather than directly lifting window dressing from piratical trappings. My interpretation of the piratical genre is necessarily a bit darker and grittier than the standard Disney Pirates-of-the-Carribean take.
  
* '''"Immoral anti-heroes"''' - Like pirates, the protagonists don't live within society's codes of conduct, and don't subscribe to conventional morality. They're cruel, they're capricious, they're violent and they're all boozehounds. Nonetheless, they are our protagonists, and we root for them. Just like pirates, they are hounded by civilised authority, yet somehow from the story's point of view we are able to paint civilisation as the hated opposition. This, to me, is the core of what makes Scum a piratical game.
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* '''"Immoral anti-heroes"''' - Like pirates, the protagonists don't live within society's codes of conduct, and don't subscribe to conventional morality. They're cruel, they're capricious, they're violent and they're all boozehounds. Nonetheless, they are our protagonists, and we root for them. Just like pirates, they are hounded by civilised authority, yet somehow fromt he story's point of view we are able to paint civilisation as the hated opposition. This, to me, is the core of what makes Scum a piratical game.
 
* '''"Buried treasure"''' - The stories will often revolve around hidden stashes of loot, though generally not actually chests of gold.
 
* '''"Buried treasure"''' - The stories will often revolve around hidden stashes of loot, though generally not actually chests of gold.
 
* '''"The Black Spot"''' - Every scenario has some way of a character being "marked for death", which should give them a real sense of fear and foreboding, just like the Black Spot in treasure island!
 
* '''"The Black Spot"''' - Every scenario has some way of a character being "marked for death", which should give them a real sense of fear and foreboding, just like the Black Spot in treasure island!
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=='''Images'''==
 
=='''Images'''==
http://farm4.static.flickr.com/3154/2911439538_8d642d75bd.jpg
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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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=='''Other'''==
 
=='''Other'''==
  
     * Board game. (I moved this out of rules, because put here it could
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     * Board game. (I moved this out of rules, because put here it could be a setting element instead.)
be a setting element instead.)
 
  
 
Not using the rules of board games, but rather used them as inspiration points for the various stories. The idea of Cluedo with Chavs was actually my starting point, but I decided to move beyond this into a bigger picture, to make the game less of a scenario and more of a complete setting. I've kept the original Cluedo scenario in there as a sample story, of course.
 
Not using the rules of board games, but rather used them as inspiration points for the various stories. The idea of Cluedo with Chavs was actually my starting point, but I decided to move beyond this into a bigger picture, to make the game less of a scenario and more of a complete setting. I've kept the original Cluedo scenario in there as a sample story, of course.
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     * Family.
 
     * Family.
  
This is another subtle theme.
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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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Money then (at least beyond the pocket change level) isn't something you spend in this game, and has no part in the in-game economy. It just represents the way out - the physical manifestation of hope.  
 
Money then (at least beyond the pocket change level) isn't something you spend in this game, and has no part in the in-game economy. It just represents the way out - the physical manifestation of hope.  
  
I shied away from making Hope an actual stat in game - it wouldn't really have fit. Sorry!
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I shied away from making Hope an actual stat in game. Sorry!
 
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