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capnhayes

Getting the characters drunk

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How should I handle the characters getting drunk? I want to keep it narrative and resolve it with one check. Obviously Resilance. Negative effects like being Disoriented, Staggered as well.  But my problems are with characters with really high Brawn and Resilance. Would they just never get drunk? How would I determine the difficulty? Any thoughts or ideas would be appreciated. 

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Even Andre the Giant got drunk, and he had a brawn rating of at least 6! Though after the first 100 beers or so, his presence dropped from 6 to 4 temporarily. I can easily see how being drunk would make a normal PC take setback dice or even have their Intellect or Cunning reduced accordingly. I echo others sentiment, that getting drunk isn't even worth rolling for, considering that if that's their choice, its going to happen. Rolling for the specific effect would be a great narrative twist though I think, one which I will have to try out. Thanks for the idea, Prost!

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1 hour ago, 2P51 said:

If you must roll, don't make the same mistake so many do.  The roll ins't to see if they get drunk, it's how long it takes for each, and they all do.

Unless it's a Marion Ravenwood vs Big Nepalese Dude drink-off. Then do it as an opposed Resilience roll. . . and then say they get drunk.

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A more passive take on this would be to add up the character's brawn and ranks in resiliency, and use that for the number of drinks, rounds, whathaveyou that it takes to get the character drunk. You could start imposing setback and/or upgraded difficulties when the character reaches that number equal to their brawn score, and impose more upgrades and setbacks after they reach their "limit." Drinking past that point results in strain damage, resulting from a hard resiliency check that includes all applicable upgrades and setback dice with every threat representing an equal number of strain damage. They reach their strain threshold, they fall unconscious like they would have had they been stunned in combat. And, be sure to have fun with the character recovering said strain after they wake up.

Edited by ghatt

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17 hours ago, 2P51 said:

Don't roll.  Say they're drunk and they have a Setback or whatever.

If you must roll, don't make the same mistake so many do.  The roll ins't to see if they get drunk, it's how long it takes for each, and they all do.

When they're completely filled up, consider an Upgrade; blind drunk people do/say hilarious things.

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25 minutes ago, The Grand Falloon said:

I wouldn't give an upgrade, maybe some Boost Dice. One or two drinks might loosen some tension, but it won't usually make for a Triumph.  You need to have it there to begin with.

It might not give you a Triumph, but it might end up giving the other person a Despair...;)

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One of the first things alcohol does is impair your judgement, hence the saying "there's no such thing as just one drink". In a narrative system like this one, I wouldn't keep track of how many drinks your pc's are downing, since their characters almost certainly won't be able to if they are at the point where you are thinking they have to roll vs. drunkenness. The roll for getting drunk could conceivably be Discipline, although Resilience could give you an idea of how long it would take; although I agree that you shouldn't need to roll, but if you do, it's simply to indicate the magnitude of the drunkenness.

It might be fun to narrate the empty shot glasses and bottles around a character after s/he thinks s/he only has had two or three. Advance the clock several hours when they think it's only been one. Invent some drinking games for the characters. Let them narrate some hilarious antics while they rage.

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