I’m working on special Operating Room rules (for a game about Army doctors in the Korean War, aka MASHED for now) and could use some feedback. (I just posted this as a reply to my original announcement but I think it’s getting buried, so I’m putting it here too.) I think I’ve got it mostly figured, but I still have to actually write it and crunch it, because it’s only in my head right now.
I’d love to hear your thoughts. Basically, here’s how it would work.
+ There is a one-page playsheet for each wounded soldier.
+ Each soldier sheet represents dozens of other similar soldiers operated on, because players aren’t going to want to repeat dozens or hundreds of operations in a row.
+ Each major part of the body (head, chest, guts, each limb) has its own trauma clock. You use Dx and Tx (diagnose and treat) moves for surgery, but can only focus on one clock at a time. The MC sets each clock’s current status on the playsheet before handing it out.
+ roll 10+ heals one segment
+ roll 7-9 heals one segment, but choose from consequences (one of which is another clock gaining a segment)
+ roll 6 or below leads to Complication (9 or below may cause consequences that lead to Malpractice) and one or more other clocks gaining segments. You can push your luck to avoid Complication and try Tx again.
+ Up to 2 other medic players can ‘assist’ on a surgery, to give a + 1 each.
+ You can start operating on any clock you want, but the goal is to do the minimum needed – to play ‘par’ surgery – to save as many as possible. If you spend too much time on one patient, a consequence may make your next patient’s clocks worse, since he spent too much time waiting for you.
+ I’m thinking some players will want to make a patient ‘good as new’ but be forced to choose how much time they can afford to spend.
+ Tension and choices will be harder when an NPC they know ends up on their table!