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Designer drugs? In my D&D? (My one player that's on here don't look)
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<blockquote data-quote="webrunner" data-source="post: 5361339" data-attributes="member: 63727"><p>First: how about "Satch" as in short for "Satchel." "yeah, this stuff's a third of a gem a satch."</p><p></p><p>is the substance addictive? If you get some to them (say, in their food), Then they need will checks to prevent themselves from craving it.</p><p></p><p>Also, maybe get a situation where they need super-human strength, right away, or something horrible will happen (the orphanage will be eaten by a dragon! the theif will get away with the jewels! etc etc), and politely remind them, "You <strong>do</strong> have a way to get stronger in a hurry".</p><p></p><p>Make it into a real choice instead of "become a druggie, be good, or get rich" since there's very little enticement in option A.</p><p></p><p>Another thing: if they have to infiltrate a "Duster" club, maybe they make you take some on "the house" on the way in. it'd be suspicious not to take a little there, otherwise you'd look like a narc.</p><p></p><p>Maybe also engineer a situation where they can take it, and not have the bad side effect kick in until they've taken more. Maybe there's some group that has a different name for it, and you get some offered in some way they wotn recognize it, get strong, figure out, hey, this is that stuff... aybe it's not so bad.</p></blockquote><p></p>
[QUOTE="webrunner, post: 5361339, member: 63727"] First: how about "Satch" as in short for "Satchel." "yeah, this stuff's a third of a gem a satch." is the substance addictive? If you get some to them (say, in their food), Then they need will checks to prevent themselves from craving it. Also, maybe get a situation where they need super-human strength, right away, or something horrible will happen (the orphanage will be eaten by a dragon! the theif will get away with the jewels! etc etc), and politely remind them, "You [b]do[/b] have a way to get stronger in a hurry". Make it into a real choice instead of "become a druggie, be good, or get rich" since there's very little enticement in option A. Another thing: if they have to infiltrate a "Duster" club, maybe they make you take some on "the house" on the way in. it'd be suspicious not to take a little there, otherwise you'd look like a narc. Maybe also engineer a situation where they can take it, and not have the bad side effect kick in until they've taken more. Maybe there's some group that has a different name for it, and you get some offered in some way they wotn recognize it, get strong, figure out, hey, this is that stuff... aybe it's not so bad. [/QUOTE]
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Designer drugs? In my D&D? (My one player that's on here don't look)
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