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%

Yes. The characters in my setting use cannabis, opium, and coca recreationally on a fairly wide scale, in addition to caffeine and alcohol. They're cheap and legal, and (except for alcohol) don't do a lot of harm unless you have to work for a living. Though I've noticed that player characters avoid cannabis and opium.

Besides recreation use, opium is used in medicine (as the tincture, laudanum), hypnotics (opium and cannabis) are used by Dreamers, psychedelics (including hash, datura, and other hallucinogens) are used by shamans, and all sorts of things are used in religico-magical ceremonies. PCs have been obliged by circumstances to take datura on occasion, but they tend to avoid it when they can.
 

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In my game, there are indeed people who abuse drugs for recreation, and there are people who push such drugs for profit.

The PCs likely won't be either, and won't have much to do with either. It's sort of a footnote.
 

I ran a session a long time ago where the PCs met up with an NPC contact in an opium den (similar to the place in the opening cinematic for Diablo II, for those who have played that game). However, the PCs themselves have never partaken of anything stronger than alcohol and pipe tobacco.
 


PC's have never used anything but alcohol.

However, in the background, there's marijuana and probably opium being traded as "spices", similar in value to other exotic magically imported stuff like chocolate and bananas (worth more than their weight in gold).

There's also, based on Conan the Barbarian, "lotus root -- Stygian, the best". Not to be confused with low-grade hagga. "Would I sell hagga to a slayer such as you?"

These sort of "spices" are generally associated with evil cults, who use sex, drugs, and rock n' roll to convert unwise Commoners.

One thing that doesn't exist in my World of Greyhawk is tobacco. The whole world is non-smoking.
 

They feature in my d20M campaign because, well, it takes place mostly in the real world. The group went to a pre-show party at a local gig and there was tons of the white stuff, for example. They've also just uncovered a drug they've never heard of which is a narcotic to most people but something unbelievably more important to some others... in the modern game, drugs are just too endemic to society to be ignored. I've never really considered it an issue.
 

It's come up occasionally as an aspect of individual characters (player or non-). Drug use or trade hasn't been a plot point in games I've played, as far as I can remember.
 

I voted yes. Last year I let a guy take over DMing my campaign for a couple of weeks and he ran an published adventure which featured drug trafficking. Also I am planning on one day adapting Power Behind the Throne, which includes drug addiction as a plot point.


glass.
 


Yes.

It appeared in a very specific campaign. We're playing WW Werewolf and my character was a Jamaican who used marijuana to expand the conscience and get to Umbra. In D&D alcohol is usual ,but, I believe, drugs as tobbaco are avaiable, and stronger stuff are rare. We never dicussed it is D&D. In a GURPS Old West game, my Doc character feared a lot to became a junkie with opium and painkillers, since he used lots to go on when shot between cities...

Sorry my bad english. I'm from Brazil.
 

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