SHARK
First Post
Greetings!
We’re Here To Help You: Madness, Whackjobs and Insane Asylums in the Campaign
In the Vallorean Empire in my campaign, I have developed extensive Insane Asylums, for the multitudes of whackjobs and psychotics that need to be locked up and kept away from society. Naturally, the system is oftentimes under-funded, and abused for personal political or financial gain, as some nobles have their harpy wives committed to the insane asylum, or a merchant patriarch works on a campaign to target several families of his competitors, and bribes the Watch, as well as a local temple, providing gold, and numerous visits from beautiful prostitutes or slave women, to have the targeted families committed to an insane asylum for life…thus removing them as obstacles in the path to economic dominance and social elevation…
However, there is a genuine need for such asylums, and the cast of characters that live and work at an asylum can be hugely hilarious, as well as dangerous, and disturbing. Do you use madness and psychological disorders in your campaigns? Of course, when it comes to responses from the society, I think such a response is a reflection of the development of different kinds of world views. Immediately coming to mind would be the religious or spiritual explanation—and a more secular explanation. Of course, there can also be a variety of schools of thought as to what the problem happens to be, as well as the approach to whatever the solution for the problem may be. That opens up a number of fun avenues as far as social and professional rivalries go, as well as authority, both official, as well as popular.
Adventure-wise, or location-wise, it can be great fun to detail such an asylum, it’s patients, as well as it’s colourful staff, and other visitors and strange details, from the landscape, to the buildings, artwork, as well as laboratories, and new “discoveries” and experimental procedures, unusual surgeries, and bizarre theories and research on the patients, and their unusual psychological problems and traumas. Mix in cults, vampires, necromancers, bizarre wizards, drug smugglers, demons, demonic possession, and so on for an interesting adventure environment.
Semper Fidelis,
SHARK
We’re Here To Help You: Madness, Whackjobs and Insane Asylums in the Campaign
In the Vallorean Empire in my campaign, I have developed extensive Insane Asylums, for the multitudes of whackjobs and psychotics that need to be locked up and kept away from society. Naturally, the system is oftentimes under-funded, and abused for personal political or financial gain, as some nobles have their harpy wives committed to the insane asylum, or a merchant patriarch works on a campaign to target several families of his competitors, and bribes the Watch, as well as a local temple, providing gold, and numerous visits from beautiful prostitutes or slave women, to have the targeted families committed to an insane asylum for life…thus removing them as obstacles in the path to economic dominance and social elevation…
However, there is a genuine need for such asylums, and the cast of characters that live and work at an asylum can be hugely hilarious, as well as dangerous, and disturbing. Do you use madness and psychological disorders in your campaigns? Of course, when it comes to responses from the society, I think such a response is a reflection of the development of different kinds of world views. Immediately coming to mind would be the religious or spiritual explanation—and a more secular explanation. Of course, there can also be a variety of schools of thought as to what the problem happens to be, as well as the approach to whatever the solution for the problem may be. That opens up a number of fun avenues as far as social and professional rivalries go, as well as authority, both official, as well as popular.
Adventure-wise, or location-wise, it can be great fun to detail such an asylum, it’s patients, as well as it’s colourful staff, and other visitors and strange details, from the landscape, to the buildings, artwork, as well as laboratories, and new “discoveries” and experimental procedures, unusual surgeries, and bizarre theories and research on the patients, and their unusual psychological problems and traumas. Mix in cults, vampires, necromancers, bizarre wizards, drug smugglers, demons, demonic possession, and so on for an interesting adventure environment.
Semper Fidelis,
SHARK