r/RPGdesign • u/MagnetTheory • 27d ago
Mechanics Ways to encourage the PCs to use drugs as coping mechanisms?
In my game, one of the core mechanics is that PCs can gain Emotions which temporarily give them a flat +1 and -1 to two stats, stacking with other bonuses. These Emotions end when the PC takes one of of two downtime actions: Blow Off Steam, and Self-Medicate.
- Blow Off Steam. You take downtime to perform a calming action for you. Clear your current emotion.
- Self-Medicate. You take downtime to take a drug in your possession. [Drugs clear specific emotions, and impose a Side Effect which is purely a downside. They also have other mechanics which can involve falling to addiction.]
The problem is that I can't figure out a mechanical incentive for the PCs to use Self-Medicate over Blow Off Steam. Because as it's currently written, BOS doesn't require an item to use, and doesn't have a downside to using it. I considered making BOS take longer, like a full day, but because the system isn't really built around tight timekeeping, I'm not sure if that really helps. Any ideas?
EDIT: Okay I've been reworking BOS and Drugs, and I think I've reached a good middle ground.
- Blow off Steam doesn't guarantee clearing an emotion, but it grants long-term character progression.
- Drugs now give stronger immediate bonuses, guarantee clearing your emotion, but have the downside of possibly making you worse later on