04-05-2020, 04:31 PM | #11 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Disease in roleplaying
This falls under "know your group," I suspect. Some people would be fine with "ripped from the headlines" gaming; others would find it way too real.
It also depends on the game. I suspect that Call of Cthulhu, FATE, and Fiasco would have very different applications of the same general idea.
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04-05-2020, 04:39 PM | #12 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Disease in roleplaying
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He kept track of everyone who died there and would populate the place with their bodies and treasures. Finally one group came in with a druid who could create oxygen for everyone casually and they got to find out all the lore about the place and collect treasures from over ten campaigns. I'm definitely of the latter. This is especially sound advice. |
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04-05-2020, 09:27 PM | #13 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Disease in roleplaying
I've used disease a few times as the impetus for the story. The PCs have to discover a cure, find and retrieve a healer, lift an illness causing curse, etc. Either to save the village/kingdom/space station or a critical individual.
Can't say I've ever struck a PC with anything, though they have certainly treated threats differently when there is a risk of infection.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-06-2020, 07:37 AM | #14 |
Join Date: Jul 2006
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Re: Disease in roleplaying
I recall original AD&D had a pretty comprehensive table of diseases in the DMG, but these days, diseases are usually more of a special attack than a standard part of the campaign.
I suspect the main reason being that, unless you're playing a few specific genres (mostly survival type games or very low grimdark) it's considered "un-fun" for your character to die of dysentery rather than stab wounds. Largely the same reason that wound infection is very rarely a thing except when attacked by a few very specific creatures and that diseases are generally then zapped away with Vancian healing magic. The combination of genre-filtering and relatively cheap cures tends to relegate diseases in most cases to "lame ass debuffs". If, however, you are playing a "green hell" type of campaign you have licence to pour the plagues on … I'd also be tempted to use them when murderhobos try to cheap out on their living expenses to spend more of their money on stuff to kill things with. |
04-06-2020, 10:49 AM | #15 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Disease in roleplaying
Yeah, diseases are often quite boring. They work better when they can be supernaturally/cinematically cured, or when they shape the plot requirements rather than being a random danger.
I wrote up (but never ran) a monster hunters game focusing on the "science" side of things: experiements, psis, and biowarfare. In that game, diseases would be targeted attacks, and the PC's were not so much in danger as civilians were in danger. And after you cured the disease, you wanted to hunt down whoever did it so it wouldn't happen again. I've got another game written up where the Infinity Patrol and Centrum have to work together to stop the Beijing Zonemind from figuring out parachronics. Centrum doesn't have the pool of chineese speakers to pull off the operation, and Infinity doesn't have the biowar experience to operate in the area. In that game disease is present, but it drives plot requirements and politics rather than being a real threat. Dying to disease sucks, and its boring as well. To make it gamable you need cures and knock-on effects.
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04-06-2020, 01:20 PM | #16 |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: Disease in roleplaying
In our fantasy campaign, disease appears rare: one case of man dying of 'it's stolen my breath' which was believed to be a malicious curse put on a good man by an evil mage; and another where a magician seemed to have animated slaves of people who died of their food being contaminated with a particular rare flower.
All health issues not wounds or broken bones are popularly dealt with by isolation, or special healing islands where professional / magical healers work. In the case of mental distress, there are shrines and groves with houses where people may live and be given food, etc. by relatives or healers. This campaign seems to be happening on a (perhaps far-future) world where areas have taken on versions of Earth cultures through some kind of programming added to / imprinting on reincarnated souls. Meta-guesswork, that my poor smart huntsman chara is slowly beginning to realise may be true in-game. While he can reason that the world is round 'like an apple', looking into something like disease / curses will get you feared and shunned as being 'too close to evil magics'. |
04-06-2020, 01:48 PM | #17 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Disease in roleplaying
Quote:
Likewise, the relevance of rusted metal is just that it's a sign of not keeping things clean, any dirty injury has a pretty decent chance of infection (rusty nails are a reasonably common threat in the type of soil that is likely to contain tetanus). Last edited by Anthony; 04-06-2020 at 01:51 PM. |
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04-06-2020, 03:06 PM | #18 | ||
Join Date: Aug 2004
Location: traveller
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Re: Disease in roleplaying
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I once ran a scenario where I did my level best to convince my players there was a psychic murderer onboard their space station -- when, in fact, the deaths stemmed from a weaponized strain of hemorrhagic fever. Quote:
I also invoked an outworld plague to isolate homeline Earth from the rest of the setting. Goods get through, but for most purposes it's not worth sitting in quarantine just to travel back and forth. |
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04-06-2020, 03:13 PM | #19 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Disease in roleplaying
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04-06-2020, 03:27 PM | #20 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Disease in roleplaying
Caves with dead air are a perfectly realistic threat, but one that delvers should be decently aware of. Also, humans can handle oxygen levels that will extinguish flames, so their torches going out will be a clue that it's time to leave.
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