Addiction and long-term effects
Contrary to what the Basic Set says, drug abuse can have serious long-term effects even if the drug in question isn't alcohol. AFAIK, there are are two GURPS mechanisms published to reflect this.
1. The alcohol rule - roll against HT+2 once per year to see if you lose attributes. 2. The threshold rule - from Cyberpunk. The GM sets a threshold of doses - typically based on HT or on a random number - and when the character exceeds that threshold, bad things happen. For those inclined to more detail and a slower, more insidious process, you could adapt the Corruption rules from Horror, I suppose. For instance, [url=http://alcoholism.about.com/od/coke/a/effects.htm]this[/site] lists the following long-term side effects (my thoughts in parentheses): 1. irritability (Bad Temper) 2. paranoia (Paranoia) 3. restlessness (Short Attention Span? Impulsiveness?) 4. anxiety (Panic Attacks? Fearfulness? Cowardice?) Panic Attacks are defined in GURPS Horror. Cocaine's also bad for the body overall, so Easy to Kill and/or lowered HT? Does anyone have any other thoughts on drugs - general mechanisms or specific drugs? |
Re: Addiction and long-term effects
A Disadvantage that makes you constantly lose point is kinda not nice on the meta level. This applies to Alcoholism and to some extent to Post-Combat Shakes.
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It could be a HT+1 roll per week, in GURPS terms, or a HT-2 roll per day, or anything like that. It could be unrelated to HT (that would be my inclination), or based on the average of HT and 10, or even the weighted average of HT and 10. That does suck very hard, and therefore the compensatory points, for choosing such a trait during character creation, must also be generous. |
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The other big hole with Terminally Ill is that most horrible illnesses make you *sick* before they kill you. Making the rolls even harder but offering the option of taking 25 points worth of GM selected physical disadvantages (sort of the inverse of Extra Life) and not dropping dead, at least the first few times you miss the roll, might address that too. |
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The thing is this is a Disadvantage begging to be micromanaged, but I agree "as is" doesn't seem right either. |
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I eventually came around, and now use a similar mechanic in Sagatafl. The only effect high Will has is that the character gets some Willpower Points (only for really high Will, or with a special advantage), that lets him suppress a mental disads. Like once a month maybe (but then you miss out on all the other neat things that Willpower Points can let you do). It's possible to implement a similar subsystem in GURPS, of course. Quote:
Or yes, some kind of progressive illness, where each time you fail the roll you progress along the track, to worse symptoms. Existing symptoms get worse, or new ones get added. In GURPS it'd be faily easy to build such tracks, just add 5 CP of unpleasant crap every time there's a "ding" on the track, but leave a few ding-less points early in the track. In fact several such writeups could be an excellent chapter in GURPS Power-Downs. |
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