Editing Scum: We Is Scum

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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.  
  
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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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