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Author Topic: Addictive Substances  (Read 654 times)

Cthulhu_Pakabol

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Addictive Substances
« on: June 23, 2016, 12:32:00 am »

This is just a small idea that I hope could be added into later versions, to give some variety to gameplay and maybe introduce a new layer of complexity to criminal groups. To put it simply, the idea is this- have certain substances with randomly generated effects, be they positive or negative, created in worldgen. They could be anything, from the blood of a rare beast, to a certain plant extract- anything. These substances would be in circulation, and if taken, there is a chance that the character could become addicted (perhaps depending on their disease resistance or willpower?)

The substances, as previously mentioned, could have a range of effects. They could keep a character "focused", increase their strength, give them pleasant hallucinations, make them feel positive... Or, as drawbacks to their benefits, they could sap strength, reduce general happiness, or give the character a "bad trip"- something like bogeymen hallucinations appearing onscreen and chasing you down. Thus, it'd be a gamble to take these drugs, and withdrawal symptoms could be severe.

Depending on a civ's stance on drugs, they could be sold in taverns/apothecaries, or outlawed, only to be attained from criminal organizations or bandit groups- for a higher price, naturally.

What do you guys think? Could this add something fun to the game?
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Salmeuk

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Re: Addictive Substances
« Reply #1 on: June 23, 2016, 04:51:21 am »

http://www.bay12forums.com/smf/index.php?topic=79352.0
http://www.bay12forums.com/smf/index.php?topic=30099.0
Spoiler (click to show/hide)
http://www.bay12forums.com/smf/index.php?topic=150630.msg6219084#msg6219084
http://www.bay12forums.com/smf/index.php?topic=136407.0
http://www.bay12forums.com/smf/index.php?topic=80568.msg2114304#msg2114304

Most of what you suggested has been previously discussed in greater detail, so I hope I'm not being too rude in suggesting that next time you search for existing topics before making your own. Necroing in the suggestions forum isn't really frowned upon, assuming it's for a good reason (like adding fresh ideas to an existing discussion, or re-framing an old topic in light of a new update), and it certainly keeps things consolidated should Toady actually want to refer to a particular topic.


« Last Edit: June 23, 2016, 04:53:17 am by Salmeuk »
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IndigoFenix

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Re: Addictive Substances
« Reply #2 on: June 23, 2016, 01:00:52 pm »

You can do stuff like this already, using the concentration adding effect.  Something like goofballs in Kingdom of Loathing, which boost your stats for a while and then crash, forcing you to survive in a weakened state for a longer period unless you stave off the inevitable with more goofballs.  You can do this realistically with moods or use actual stat changing syndromes if you prefer.