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Cannabis and psy's
#8
Sundance Wrote:The jist from these counterpoints for being fine the way it is, is because:
(a) it's a roleplay element
ok, that's fine, so what's the problem of adding a munchie effect, in which you can further rp? It falls in line with alcohol/depressants dulling effects and stimulant style drugs reducing stuns.. Now imagine a fight in the ring against a drunk swigging vodka and stoner with some crisps. Don't tell me that wouldn't be entertaining.
(b) it has mutations
My problem is not with cannabis as a botany item (it's great as a botany item, sells well and has plenty of mutations) and more about the rather useless effects of THC
© it does nothing but people still use it
My suggestion would make cannabis/thc do something. This would mean people may actually buy it from you, which is good.

counterpoint to a) Why does it need another effect other than making you stammer and be all dudely, I don't see a reason to overcomplicate something as simple as weed, and If you want to RP munchies then just say "oh man, I need some chips or something, I got the munchies"

counterpoint to b) THC is not meant to be anything more than a chemical that makes you stammer and be all dudely, that's what for the rare weeds are for.

on c) What is your suggestion for it to do something? people buy weed anyways no problem. "hey weed for 10 bux at botany!" like 30 seconds later a dude shows up.

Weed is just fine the way it is as a fun diversion, If you want weed to do something then get a mutant strain.

The thing about people not buying it because it doesn't do anything: Would people reaaaally wanna buy it if it gave you munchies? like how often am I critically injured and decide to smoke up a joint before going for a bite to eat to save myself when there is a medkit right by the bar, and the THC might knock me out and get me killed.
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