Editing Scum: We Is Scum

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Like a punk, a chav has his own musical genre. He claims certain genres of rap (especially white boy rap and UK garage music) as his own, though he isn't defined by these musical tastes.
 
Like a punk, a chav has his own musical genre. He claims certain genres of rap (especially white boy rap and UK garage music) as his own, though he isn't defined by these musical tastes.
  
However, unlike a punk, the chav isn't yet accepted into the mainstream. Also, unlike a punk the chav isn't in any way ''political''. The chav isn't looking to tear down the status quo, he's just looking to get drunk, have fun and do what he wants.
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However, unlike a punk, the chav isn't yet accepted into the mainstream, and unlike a punk the chav isn't in any way political. The chav isn't looking to tear down the status quo, he's just looking to get drunk, have fun and do what he wants.
  
 
Also, unlike the punk, the chav has yet to take their monicker as a badge of pride. Call a chav a chav, and you'll get him angry. Call a punk a punk, and they'll be happy to be recognised.
 
Also, unlike the punk, the chav has yet to take their monicker as a badge of pride. Call a chav a chav, and you'll get him angry. Call a punk a punk, and they'll be happy to be recognised.
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Its a small step then to take elements of pirate stories, and to layer them onto the setting of ''Scum''. How much you want to do this depends on your style.  
 
Its a small step then to take elements of pirate stories, and to layer them onto the setting of ''Scum''. How much you want to do this depends on your style.  
  
A subtle GM might just take certain themes - buried treasure, mutiny and the like - and use them as background elements. This is the default approach, recommended by the author. Pirates are a useful mental placeholder to give you ideas as to how you can make villainous folk into protagonists that you can root for. Piratical fiction also runs the same gamut of styles and ranges that you might want to consider in a game of ''Scum'': humour balanced with darkness, and grime mixed with sexuality.
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A subtle GM might just take certain themes - buried treasure, mutiny and the like - and use them as background elements.  
  
 
A GM who wants to emphasise the theme might take piratical tropes and modernise them. Perhaps walking the plank might be a gang's way of executing someone, but making them walk off a building's edge rather than into the sea. A map with X-marks-the-spot might be a London Underground map with a big X over one station.  
 
A GM who wants to emphasise the theme might take piratical tropes and modernise them. Perhaps walking the plank might be a gang's way of executing someone, but making them walk off a building's edge rather than into the sea. A map with X-marks-the-spot might be a London Underground map with a big X over one station.  
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* Acquiring a big stash of money or drugs.
 
* Acquiring a big stash of money or drugs.
 
* Getting hold of a book of "perfect racing tips" that predicts how horse races will be fixed for the next year.
 
* Getting hold of a book of "perfect racing tips" that predicts how horse races will be fixed for the next year.
* Getting into the Pop Idol competition, and winning through fair means or foul.
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* Getting into the Pop Stars competition, and winning through fair means or foul.
 
* Getting into the Big Brother house.
 
* Getting into the Big Brother house.
 
* Stealing a winning lottery ticket.
 
* Stealing a winning lottery ticket.
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* '''Drink:''' Cheap lagers (Carling, Carlsberg, Fosters) for the boys, Alcopops (WKD Blue, Smirnoff Ice) for the girls, additive-heavy shots (Shotz, Afterburner) for everyone.
 
* '''Drink:''' Cheap lagers (Carling, Carlsberg, Fosters) for the boys, Alcopops (WKD Blue, Smirnoff Ice) for the girls, additive-heavy shots (Shotz, Afterburner) for everyone.
 
* '''Drugs:''' Weed, almost universally. Ecstacy for about half. Cocaine for about a quarter. Heroin for about one in ten.
 
* '''Drugs:''' Weed, almost universally. Ecstacy for about half. Cocaine for about a quarter. Heroin for about one in ten.
* '''Technology:''' Mobile phones are ubiquitous, and text messages are the default mode of communication for most Scum, though the female of the species are also liable to conduct actual spoken conversations as well. The current Scum generation also tends to be on the internet, though with activities limited to a ''MySpace'' page and the occasional ''YouTube'' posting.
 
  
 
Generally, the above is about as far as Scum will go with culture!
 
Generally, the above is about as far as Scum will go with culture!

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