QUOTE (Yerameyahu @ Oct 17 2011, 04:14 PM)

Can you be more specific about "most of the drugs' secondary effects"?
Ok, what I'm talking about, and I'll give examples for both:
Good drug:
QUOTE
Duration: (6 – Body) hours, minimum 1 hour
Effect: –1 Reaction, +1 to all thresholds, Pain Resistance 3
Description: A tranquilizing narcotic, bliss is an opiate synthesized
from poppy plants. In addition to other effects, bliss
provides pain resistance equal to three levels of the High Pain
Tolerance quality (p. 78).
Bliss was given its name due to the sensation its users feel.
Some may describe it as floating on clouds, dulling the senses
to everything but feelings of pleasure and happiness. Players
attempting to roleplay a bliss user may want to focus on the
escapist angle, using the drug to block out the rest of a chaotic
or unsatisfying world.
This provides clear mechanics and a description of the effects, that is, there is a unison of fluff and mechanics - both for up- and for downsides. Every time I roll a test while under the effect the game forces me to consider the effects of the drug. "Oh, becasue I'm so blissed up I unfortunately fail this delicate mechanical test...". "I'm in such a haze, I probably won't bother to dodge *roll supports claim* - BUT, on the bright side, that punch doesn't even fase me. I just laugh and give him a taste of his medicine."
Bad drug:
QUOTE
Cram
Duration: (12 – Body) hours, minimum 1 hour
Effect: +1 Reaction, +1 Initiative Pass
Description: The most recent amphetamine to make the
rounds, cram is an energizer drug designed to give the user an
energy boost. When this effect wears off, users crash and suffer
6 Stun damage (unresisted) for an equivalent duration.
Cram users, while on the drug, may appear hyper-alert,
possibly to the point of paranoia. They are quick to react, often
doing so without thinking first. Jitteriness, fidgeting, or
emotional or irrational outbursts may be common. Characters
may decide to use cram if they cannot afford cyberware or
bioware, or if they are looking for a little edge against potential
opponents.
Here, there is no unison: Energy boost? Some energy boost. Thent here is the secondary effect: react without thinking. Irrational. What does that mean? How do I play this? Is it enough to say "Oh, I'm all fidgety... I ask the old lady all hyperactive-like: Do you know the way to the next mono-rail station?". That's.... probably as stupid as it sounds, but it's really enough to fulfill all the fluff requirements of the drug, because you can't punish a player for not roleplaying properly. In fact, he might never mention his condition at all, and put any lack of visible effect down to poor acting skills, and he would be completely right in doing so.
A "good" mechanic, and i mean only in the sense that it even IS a mechanic, might say: Whenever the character needs to make a tactical decision, have him roll a composure test. If he fails, count down from 10 to 0, and if the player doesn't proclaim an action in that time his action is forfeit.
A different good mechanic might be a penalty to Log, or +1 Threshold to composure tests, or whatever.
Now we can all agree as long as we like that it would be desirable that the player give this some thought and play accordingly, but any kind of GM-imposed penalties on a
perceived improperness of his roleplaying or actions are a pure dick-move, because however you see it, you can't expect a common roleplayer to be a method actor. I certainly don't have a library of techniques to pull out of my hat to suddenly perfectly portrait a guy under such an effect.
So what I'm seeing is: I get a boost to reaction and an IP. I become faster. I do more stuff in less time. Great. Now since I'm doing that, I obviously look like I'm moving faster, which is completely enough to make any guy think I'm agitated or on edge. After it wears off, I get a bad headache. Ok, BAD headache. But that's it, there is nothing else
substantial there.
However, you keep reading about people on the boards saying "Oh, my character wouldn't take that, he wants to have his senses together when he's on a run." YES, that's a good fluff reason, but it's not represented in the mechanics at all.
Likewise, for instance:
QUOTE
Nitro users feel infused with energy, suffer a diminished
attention span, and talk incessantly (even to themselves).
Now... a good mechanical effect would be: -1 to Cha, or -2 to Cha based skill tests, because obviously talking to oneself looks stupid. But... there is nothing. So that secondary effect is basically non-existant, mechanics-wise. And some people can't actually act that way on their own, so they would have to just say what's happening, which is pretty pointless.
And really, it doesn't have to be numbers. Simple conditionals work, too: Whenever this happens, then the user must... etc. Shadowrun even contains all the base mechanics for these situations: Composure, recollection tests, whatever. It's just really sloppy to not use them.
So to sum this up:
Drugs should have downsides - even above the crash that comes at the end.
These downsides should have in-game effects that don't depend on acting skill, because that varies wildly.
And drugs should have a defined mechanic for when addiction tests are necessary.