I'll skip the mini-essay about the inclusion of drugs in the Book of Vile Darkness being related to Monte Cook not being invited to the really good parties.
I have included rules for fantastic versions of two much-storied substances that I feel sure can fit into most games. It is my thought that, although these substances can add gris gris to a campaign, they should not be the focus. Thus, the rules avoid complication as well as I am able.
Addiction: Creatures that are exposed to one of these substances must make Willpower saves of the listed DC or form a habit. A creature with a habit must take a dose of his drug each day or suffer the specified drawbacks.
Each week that a character goes without his substance, he must make a Willpower save against the listed DC in order to shake his addiction. If this check fails, the character will do anything in his power that does not violate his alignment to obtain more of the substance in question. If this check succeeds, the addiction is over, though if he ever takes even a single dose of the substance again, his habit automatically reforms.
Greater Restoration or more powerful magics are required to cure addiction via magical means.
Opium (DC 18, 15gp)
This substance is usually used in a tincture or smoked via apparatuses that avoid applying direct flame to the substance. Opium products such as laudanum (opium dissolved in red wine or alcohol) are prized for their medicinal effects, and when used in conjunction with a Heal check or cure spell, allow the recipient to heal an additional +6 hp. In this case, the recipient must check for addiction.
Opium is also used for pleasure, and is renowned for the strange visions and mental activity that it causes. Each day, a creature with an opium habit may choose to memorize one of the following, which may be used as an extraordinary ability: Detect Magic, Detect Poison, Detect Secret Doors, or Detect Undead. This ability does not resemble magic, and the user may not even be aware that he is acting in an extraordinary fashion when using these abilities.
Once one has an opium habit, one must use daily or else become fatigued. If one goes more than two days without, one instead becomes exhausted. These conditions cannot be ameliorated so long as the habit lasts, except by using opium.
Absinthe (DC 14, 25gp)
The green faerie, the artist's liquor, a distillation containing wormwood and anise, among other things. This is the wizards' drug, reputed to allow men to taste souls, see the future, and hold traffic with fae creatures. When quaffed as a potion, absinthe will function as a potion with the effects of detect invisibility and detect magic at the same time, with a duration of but a single round.
A character with an absinthe habit will enjoy +1 to the DC of his spells, and enjoy a +2 bonus to Charisma-related checks with fae creatures.
When one has an absinthe habit, one must use daily or else become dazzled. If one goes without for more than a day, he instead becomes shaken. These conditions cannot be ameliorated so long as the habit lasts, except by renewed use of absinthe.
Saturday, August 1, 2009
Monday, July 27, 2009
17. Production Value - Treasure Art: If you have a black and white printer and an internet connection, you can find pictures of your treasure. I haven't done this in a long time, and every time I remember to I kick myself because there's nothing cooler than being handed a picture of your newly obtained hoard of goodies. Something fun that certain boxed sets have done is have cards for each item with a picture on the front and the item details on the back --i.e. nothing beyond the skills of your average computer using gamer.
18. Style - Reward What You Like, Punish What You Hate: For years I would offer to let people start out with extra experience points if they typed up a character background. I know that many DMs require this. The thing is, I hate them. Every time I read one I'd get bored. It's rare that I would actually finish an entire history unless I was looking for plot hooks. One day I had an epiphany: why am I rewarding players for boring me? So I stopped asking for character histories, and when I need to involve backgrounds it will be more along the lines of things that I want, like me giving them perks in exchange for accepting a certain amount of hassle-causing backstory. Another habit in the same vein that I have been cured of is trying to separate my emotional reactions from the rules of the game with regards to rewarding players. I'd think things like "Paul sure made that game less fun for me, tonight." And then I'd give him as much experience as everybody else. Your fun is important, and your opinion of whether players are fun or not fun is probably the best barometer your gaming group can get. Similarly, if someone is flexible about the rules and isn't always waving the rulebooks in your face, you should feel freer to give them a little leeway with the rules. If a player is a stickler and gets in your face about every minor rules mistake, don't feel bad about applying the same standard to them.
19. Style - Don't Be Scared To Change Things: A bad habit that I rid myself of only recently is trying to run modules or campaign worlds exactly how they are written. I guess I was convinced that if I could run things exactly as they were written, I would end up with the best game possible. This is untrue. Firstly, most mainstream game designers are kind of lazy and their modules are often not playtested or especially inspired. For the really mainstream games things have to be oriented toward the lowest common denominator, and so will be less interesting to people that rate low on the Aspergers scale. Secondly, no matter how good a module is, the author cannot know how the pacing is going in your game, because this will vary every time the module is run. What might seem like a great time to ambush the players on paper may in fact be when the players are getting cranky because things are too difficult. Fudge the module a bit, delay or omit, replace and swap. Your game will be better for it.