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%

Joshua Dyal said:
That's true too--I don't really think of drugs in my setting as "recreational" although maybe that term would be appropriate after all; I'm not sure. They either are "ceremonial drugs" or they hold the same kind of role as opium in the Victorian timeframe. I suppose maybe that would be considered recreational, but "recreational drugs" is very much a modern--and semantically loaded, IMO--term to use.
don't forgot absinthe use in Europe from 1612 until post WWI

and the whole "Boxer Rebellion" based on the opiate drug trade
 

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Many people on this thread have spoke to the issue of tabbacco, which became very popular in the late 1500 and 1600s (and still is today despite the fact that it is nasty). Such use was considered normal and even vogue.

In my campaign drug use is available, Once had a player accidently exposed to a drug known as "Breathe of the Jinn" which has addictive qualities. He role played it quite well too.
 

This is just out of curiosity, but a bunch of members have mentioned drugs are illegal in their campaign setting. My question is: why? I mean, in a fantasy game you can usually kill people without anyone asking any questions
 


My first thought upon seeing the thread title was that it was asking about player habits, not character.
"Dude, let's get some pot and run a 2E game. It's so much better that way."
 

Yes, there are some ongoing smuggling cults that make a tidy profit bringing the stuff into highly lawful areas. There are many "spices" that cause significant game advantages, such as immunity to charm or fear for a short period of time, but there are many dangers including addiction, hunger, paranoia and having an invisible imp that only the drug user can hear (but they cannot see) being summoned to torment you for the next 2-10 days. Sadly, there are no "monkeys" in my world, this is much funnier.

While some PCs have indulged they always failed their saving throws vs the worst affects. Many PCs have been poisoned by rogue attacks in the city at night...
 


Most of my PC's in demiurge's campaigns have had some form of substance abuse or another (Alcohol or tobacco...mostly). I'm planning on having my newest character develop a bit of a Redflower Leaf addiction, but it's mostly off camera. Knowing demi, I wouldn't be suprised if he pulled some tricks and made it take more of a central stage... but that's all part of the fun.

What I've always wondered is why spells like Owl's Wisdom and Fox's Cunning don't induce withdrawal/addiction. When you think about it, a temporary +4 boost to wisdom or intelligence would make a character feel much wiser/smarter, and probably produce a "high" similar to most conventional uppers. If anything, these spells would be the real drugs in any campaign, since they're readily available (2nd level), and don't have any side-effects.
 

hell yeah!

I try to have some of the "soft" drugs that are "legal" in Amsterdam. Namely Marijuana also known as in the campaigns at "the herb"

Heres the item description I came up with for it. (Not accurate to the real stuff)

Name: Green Herb
Effect: If smoked this herb heals 2d6+5 HP but you get a -2 on attack rolls for 2 hours.
 


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