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brainstorming & development / Re: MASHWorld (working title)
« on: September 11, 2015, 11:14:14 AM »
Great comments, thanks! I'll respond individually below.
Yeah, I need to tweak this for sure. Thanks!
Agreed.
My intent is to try and make surgery a somewhat realistic balancing act where the player has to make tough decisions, though this will be more effective when they know the patient. Surgery is also supposed to be a bit painful and stressful (for the character - not the player), so they have more reasons to try and blow off steam (Stress) with Events when they're not operating. We'll see how it shakes out in testing.
Yeah, I'm thinking there's probably no significantly good reason to have an overall clock. That's probably coming out.
This is something I'm struggling with, since the Surgery conversation is definitely more constrained due to the circumstances. The Events that take place outside the O.R. are more traditional AW moves. In the O.R., you're stuck at a table with a patient, and have to either give up or keep operating until you're satisfied. There's not a lot of room for different types of moves yet, but I'm thinking about how this can be tweaked for more options and less 'predestination'. Any thoughts welcome.
It should be:
On 10+, choose two. On 7-9, choose one:
• Remove one Stress from yourself, and relieve one Stress from another person who was involved.
• Ensure that there are no consequences for this action.
• Add one to the Mission Pool.
"If you trust that the medic who triaged this patient did so accurately, you can skip the Diagnose (DX) move." You should probably give a reason why Dx is needed. Because, as I read the rules right now, the safest thing to do seems to be to trust the other medic and not make a Dx roll, given how Dx has a tendency of making things worse. There is literally no benefit from rolling Dx as it stands now, and a bunch of drawbacks if you roll low (even just 7-9). Maybe move the 10+ result down to 7-9, and have a good diagnosis (10+) give a bonus to the Treatment. Playtesting will have to show the right balance, but Dx seems punitive at the moment.
Yeah, I need to tweak this for sure. Thanks!
The full rules look less rolley than I feared. Depending on the severity the MC wants to put into a situation, it looks like he could put in patients that only has a single clock at 4, making the surgery go by quickly unless there are complications. After playtesting, you should probably put in some examples of different configurations of patients and how they'll generally work out. Say a three day stint with two easy anonymous patients (one clock at 4), followed by a seriously injured named patient, would have the first two mostly serve to drive up stress, before getting into the hard job of saving the named patient. It might tend to reduce a patients to a bunch of numbers that just need to be reduced to 3, but that might be a feature, allowing a shock when it turns out that there is a person behind the numbers.
Agreed.
There does seem a bit of a lack of obvious ways for the players to strategise their way out of bad situations. In an battle you can run away, try to outmanoeuvre or try to negotiate. In the surgery it seems you can swap places with another medic, use hold (if you have it), or impose a debility. They all require a Tx roll to solve the situation, perhaps with a tiny bit of bonus. That might also be a feature, leaving a surgeon to have a bad day where he just can't help but make mistakes (bad dice luck), but I could see it sapping player enthusiasm, when they can't do anything to alleviate the bad dice rolls. The character's moves might change that, but until then..
My intent is to try and make surgery a somewhat realistic balancing act where the player has to make tough decisions, though this will be more effective when they know the patient. Surgery is also supposed to be a bit painful and stressful (for the character - not the player), so they have more reasons to try and blow off steam (Stress) with Events when they're not operating. We'll see how it shakes out in testing.
Speaking of debility "You can now ignore this clock, but the overall clock is unaffected." First off, does this apply to all debility choices, or only Tx? Secondly, I take this to mean that the Status clock is unaffected. Or is the overall clock another clock? What is the reasoning behind not (potentially) lowering the status clock? If all other clocks are at or below 3, you are forcing the player to operate on a clock that doesn't need it. If any clocks are above 3, he'd need to operate anyway, since he can't send away the patient before all clocks are low enough.
Yeah, I'm thinking there's probably no significantly good reason to have an overall clock. That's probably coming out.
All that being said, the conversation in surgery still seem kinda structured around the moves. I tried to run the conversation in my head, and it kinda runs make move -> explain result -> make move -> explain result -> make move. Where an AW game would go do something->make move -> explain result -> do something -> make move. The next move for a surgery always seems predestined. The player might wrap some language around it, but he is just saying stuff to justify the move that has to come. He isn't doing something, and then making a move based on what he does. But I might just be running the conversation wrong in my head. Or I'm missing an aspect introduced by other parts of the rules.
This is something I'm struggling with, since the Surgery conversation is definitely more constrained due to the circumstances. The Events that take place outside the O.R. are more traditional AW moves. In the O.R., you're stuck at a table with a patient, and have to either give up or keep operating until you're satisfied. There's not a lot of room for different types of moves yet, but I'm thinking about how this can be tweaked for more options and less 'predestination'. Any thoughts welcome.
Unrelated to the Surgery rules; Under Relieve Stress, 7-9, do you remove one stress and choose one, or just choose one? The reason I'm confused is because the first choice says "remove one additional stress" which kinda suggests that you always remove one stress (on a hit).
It should be:
On 10+, choose two. On 7-9, choose one:
• Remove one Stress from yourself, and relieve one Stress from another person who was involved.
• Ensure that there are no consequences for this action.
• Add one to the Mission Pool.