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Mailing List Logs for ShadowRN

From: Avenger <Avenger@*******.DEMON.CO.UK>
Subject: Re: Hallucinogens in SR
Date: Thu, 24 Jul 1997 05:05:20 +0100
In article <19970723.181225.10550.1.Spamquat@****.com>, Joshua T Brown
<spamquat@****.COM> rambled on endlessly about Hallucinogens in SR
>Here's a question to throw out to the list and watch get ripped to
>shreds....
>(I've always viewed starting a new thread around here as the Email
>equivalent to throwing a bloody steak into a pit filled with underfed
>rottweilers...<smirk>)

Now there's an interesting view of the list.

Not entirely inaccurate, but also not particularly nice. <g>

>Any ideas on the game mechanics/effects for the use of hallucinogens in
>SR?

Drugs like this haven't been covered too well in SR literature, probably
for "parental" reasons than anything else, especially as it is rife in
the CP game.

There is a fairly extensive list of drugs, effects, power levels and all
the associated stuff that goes with it available on the net, I've got a
copy of it here somewhere but I'm damned if I know where it came from.
Alternatively, you could talk to your local pharmacist... hmm, then
again maybe not. Or purchase one of the multitude of medical programs
that are available. The one I've got is "The Pharmacy Assistant" and
covers all major drug groups and derivatives up to 1995, What has come
since then I know not as I can't afford at this time to update the
program. The program as with literature on the subject is very
informative. Using the RL information, it's a moderately simple job to
convert that into game terms.

Addiction factors and suchlike need to be considered carefully.

In all honesty most drugs of this nature are more of a nuisance in the
game than an amusing GM distraction, because of the associated problems
that comes with drug addiction or regular use.

Regarding stuff like Peyote etc, that is normally used in vision quests
and spirit walks. Many of the older native societies still use this as
part of their rituals, so it is likely that certain shamanic types would
also utilise drugs, but as it is part of their ritual, I'd be dubious
about adding in the downfalls too heavily.

One argument is that drugs don't exist because of simsense, but then,
there is a considerable portion of the population that cannot afford
simsense, and will turn to drugs use for recreation.

I'd have to say, in all honesty that I'd advise you not to get involved
in this in your game, because it adds considerable complexity to the
game, especially if used against or by characters.

Addiction to drugs has a wide variety of effects on different people,
but it all amounts to the simple fact that in the end, they have got to
have their fix regardless of the consequences, this can be severely
detrimental to a team on a run. Nobody likes working with a junkie
because they are unpredictable as well as unreliable.

Without a really good reason, and preperation for some heavy work in the
game, this sort of thing should be avoided.

By all means allow the public to use the stuff, have gangs of drugged up
thugs roaming the darker parts of the city looking for a way to make
their next score, but keep it away from the characters.

Use junkies as informants and watchers, pay them in drugs or cash, but
don't let the law enforcement agencies catch your characters doing it.
Fixers, dopers, dealers and transporters will all exist in this
environment, and the underworld will certainly have a big hand in this
kind of supply, purely from a financial profit oriented point of view,
and a loss of profit to these people is not a good thing for the people
responsible.

It can add colour to the campaign to reflect real life in the game
world, and should be done for local colour if nothing else, but I can't
see it working in the character environment, just the game world itself.

Just my opinion, ignore at will.


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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.