Do recreational drugs feature in your campaign?

Are recreational drugs featured in your campaign?

  • Yes

    Votes: 158 49.7%
  • No, and this is a considered choice

    Votes: 26 8.2%
  • No, and we haven't discussed or considered it

    Votes: 134 42.1%

Theoretically there are drugs in my campaign, but thus far the characters have managed not to encounter them. Which is a shame, since its an evil PC group played by rather, um, "recreational" college students...
 

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One of these days I'm going to run Trouble At Durbenford and I'll use the drug angle. But so far I haven't run any plots revolving around it.
 

Yeah there's always hobbit weed around my campaign, however its called smoking plants and traveling sticks (depending on what part of the planet you come from). Its essentially marijunana and can't be magically produced which is why its illegal and expensive.
 

Depends on a pair of definitions here.

"Featured" is the big one. We have drugs in our games, but we don't feature them except in some of my cyberpunk games and one of my vampire games. They are there, they get used, but they are not the feature generally.

Finally, the other definition is "your campaign" - my D&D campaign, my gaming campaigns?
 

I play in diaglo's OD&D game, and he already spoke to that.

In the 3.5 game I co-DM, a marijuana like drug is not uncommon. Also, I played a desert-dwelling dwarf who was addicted to a drug called guia that was used be desert guides. It gave a large bonus to Intuit Direction (3.0), making them more in touch with their intuition but also making it difficult to concentrate or think logically. So there was a bonus to all Wisdom skills and a minus to Intelligence skills. He became addicted in game, and had heard that withdrawal was painful and often deadly, so he continued to use the drug. In fact, when he moved to another city he had to help establish the guia trade so he would have a supply. He died still addicted, so I never found out the consequences of withdrawal.
 

Yes, they're there, but they're not a super-prominant feature.

Alcohol, tobacco, and low-grade au natural weed are the most common. Halucinogens used for various religious and other pseudo-mystical purposes are around if you know where to look. Harder stuff could be found if you went hunting for it. One thing to remember on the drug angle is the general lack of refinement processes.
 

Sorta depends on which campaign I run at any given time, but in general, yes, such drugs are available. A couple of characters have even been addicted to them (house rules), but for the most part such drugs are merely part of the background fabric of the society.

For good or for ill, they have been around for most of human history and in most cultures. As such, I always felt it is right that they should be in the game, though not actively encouraged.

So, short answer: Yes. ;)
 

People in most medieval analogues (and in my D&D games, in particular) tend to have less idle time and monetary resources, which means recreational drug use is almost nonexistent. While certain cults and sects might use something to commune with nature, or whatever, that's not recreational, and thus non-topical.

In my current game, the setting is a mostly-real 1880 earth, so recreational drugs are as common there as would have been in real life at that time - opium dens, for instance, are not unheard of. :)
 

Yes, they're there and some NPCs have featured pretty prominantly in the trade of such drugs. My namesake lounging while smoking a bowl full of Carcerian poppies was almost a normal thing.

I also had one NPC that ended up having a serious hash and opium addiction, and he ended up largely wrecking his life from a combination of that and some serious psychological problems after witnessing some very ugly things in Pandemonium.

Almost on top of that, one of the PCs in that campaign ended up being a supplier of a drug precursor. They had family connections that allowed them access to fey created alcohol. Well, this alcohol was used to create a damn potent hallucinogen capable of getting fiends high as kites. And that's saying something.
 

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