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<blockquote data-quote="Raven Crowking" data-source="post: 5587430" data-attributes="member: 18280"><p>Re: Fantasy Narcotics</p><p></p><p>The biggest flaw in the BoVD drugs was that there was little reason for a PC to actually make use of those substances. That is a real limitation on what is likely in a simulation-based game, and I note that [MENTION=42582]pemerton[/MENTION] resolves the problem the same way I did -- drugs that balance an in-game benefit with in-game consequences.</p><p></p><p>However, I have some problems with the "As a player, I have little control over the timing" idea.</p><p></p><p>(1) As a player, you always have the choice to fail a save, and you always have the choice to simply have the PC indulge the vice, save or no save.</p><p></p><p>(2) A thematic exploration of "a substance abusing individual that has recently gotten on the wagon, but is struggling with all the issues of substance abuse" is <em><strong>enhanced</strong></em>, not <strong><em>damaged</em></strong>, by the player not having full control over how addicting the addicting substance is.</p><p></p><p>(3) This is, once again, mitigating against consequences. You can explore the theme; you do not wish to explore the theme so thoroughly as to deal with the obvious potential consequence of your fictional character's life spinning outside your control.</p><p></p><p>In my opinion, the sim game provides the superior (not inferior) exploration of the theme!</p><p></p><p>EDIT: Take a look at the beta rules for the DCC RPG (free download), specifically patron magic and spellburn. Would you claim that these rules are narrative or sim?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5587430, member: 18280"] Re: Fantasy Narcotics The biggest flaw in the BoVD drugs was that there was little reason for a PC to actually make use of those substances. That is a real limitation on what is likely in a simulation-based game, and I note that [MENTION=42582]pemerton[/MENTION] resolves the problem the same way I did -- drugs that balance an in-game benefit with in-game consequences. However, I have some problems with the "As a player, I have little control over the timing" idea. (1) As a player, you always have the choice to fail a save, and you always have the choice to simply have the PC indulge the vice, save or no save. (2) A thematic exploration of "a substance abusing individual that has recently gotten on the wagon, but is struggling with all the issues of substance abuse" is [I][B]enhanced[/B][/I], not [B][I]damaged[/I][/B], by the player not having full control over how addicting the addicting substance is. (3) This is, once again, mitigating against consequences. You can explore the theme; you do not wish to explore the theme so thoroughly as to deal with the obvious potential consequence of your fictional character's life spinning outside your control. In my opinion, the sim game provides the superior (not inferior) exploration of the theme! EDIT: Take a look at the beta rules for the DCC RPG (free download), specifically patron magic and spellburn. Would you claim that these rules are narrative or sim? RC [/QUOTE]
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