Amaril
2013-09-10, 05:43 PM
Ok, so I'm working on my Lovecraftian fantasy/horror campaign setting for Pathfinder, using the variant sanity rules from the SRD (available here (http://www.d20srd.org/srd/variant/campaigns/sanity.htm)), and I'm having trouble deciding whether or not to include any of the rules from the end of the chapter for alchemical sanity treatments. One of the things I'm really aiming for with this setting is for it to be able to support both long-term campaigns with a single group of characters and shorter, more episodic adventures where the heroes die or go insane frequently, and including sanity medication in some form would make the former more plausible--the heroes could keep themselves functional and counteract the damage to their sanity with psychoactive drugs, but because they'd be something rare and valuable in the world, it would be plausible for DMs to deny the PCs access to them if they don't want their game to be like that. On the other hand, I'm concerned about how those rules would fit flavor-wise with the tech level of my world (which is pretty standard high medieval, with nothing Renaissance or steampunk about it). I know there have been cultures that had some skill with cultivating mind-affecting drugs since ancient times, but I don't really know much about the details of how this could work, and I could use some advice.
What do you guys think? Should I include some medication options? And if so, how can I best flavor them to feel more at home in a low-to-medium-magic medieval world?
What do you guys think? Should I include some medication options? And if so, how can I best flavor them to feel more at home in a low-to-medium-magic medieval world?