08-19-2013, 08:02 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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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?
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08-19-2013, 08:21 AM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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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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08-19-2013, 09:00 AM | #3 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Addiction and long-term effects
One thing that I think is interesting, from Sagatafl's Addiction build system, is that it allows for drugs that have beneficial long-term effects, directly inspired by the Spice from Frank Herbert's "Dune" setting. You get hooked on the drug, and after that if you stop taking the necessary quantity you'll die, just like with traditional drugs, but instead of harming you, by slowly destroying your body or mind or both, the addiction actually helps you, in various ways, such as by slowing down the aging process.
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08-19-2013, 09:03 AM | #4 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Addiction and long-term effects
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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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08-19-2013, 11:22 AM | #5 | ||
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Addiction and long-term effects
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Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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08-19-2013, 11:55 AM | #6 | |
Join Date: Jun 2006
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Re: Addiction and long-term effects
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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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08-19-2013, 12:42 PM | #7 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Addiction and long-term effects
Long term caffeine usage has detrimental effects; I know first hand because I started ingesting significant doses early on (grew up drinking soda, started needing my morning coffee at like age 12) and now I can't have any at all. It aggravates various "conditions", some of which it likely caused. This is true (or at least suspected) for a lot of things (artificial sweeteners, preservatives, etc.). Understanding addiction is complicated; many things have both a physical and psychological component. The longer we live coupled with the earlier (and/or more frequently) we are exposed to various things has revealed that they aren't really that safe.
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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08-20-2013, 04:15 AM | #8 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Addiction and long-term effects
On a scale from 0 to 10, Dune's spice totally kicks caffeine's ass, in terms of beneficial effects. At least one level of Extended Lifespan, maybe two, maybe Longevity on top of that, and if you happen to have psionics it enhances those too, somehow.
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08-20-2013, 04:20 AM | #9 | ||
Banned
Join Date: Oct 2007
Location: Europe
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Re: Addiction and long-term effects
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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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08-20-2013, 02:02 PM | #10 | ||
Join Date: Jun 2006
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Re: Addiction and long-term effects
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