Here are three sample draft pages for those who are interested. I'm still working on "translating" my paper notes into Word. :)
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What This Is
MASHED is a story game that you play with your friends. It’s a game that’s based more on conversations than rolling dice – though you’ll still be using those as well. Everything that you say will craft an ongoing narrative, much like a stage play or television show without a script, where everyone’s ad-libbing their lines. The rules and dice are there to help this along, adding an element of randomness that lets you succeed in what you want to do – but also ensuring that that there will be consequences and complications, especially when you fail. After all, war is hell.
In this game, you take on the role of a doctor or nurse assigned to a Mobile Army Surgical Hospital in 1951, shortly after the United Nations’ entry into the “police action” that will later be called the Korean War. It’s a game about medics whose government sent them to a foreign land, usually with little to no military training. It’s about men and women who were forced to spend hours and days on end spattered with blood and viscera, their hands inside mangled human bodies, sometimes those of their friends – and were expected to stay sane.
This is a game about the value of human life and the stress that war imposes on those who live through it – but it’s also about relationships. And courage. And humor. And love. Although the medics may spend hours – even days on end – in the operating tent, the game abstracts these into much shorter scenes, focusing on the most dramatic moments. Most of the conversation actually occurs outside of surgery, in those times when the flow of casualties has ebbed. Here you may fall in or out of love, fight the orders of ineffective top brass, pull pranks, help the native South Koreans, pick fights, seduce your way through the unit, pull rank to get what you want, and more.
If you can find enough ways to blow off the stresses of surgery and war, you just might make it through your rotation and get sent home with your sanity intact. Just remember that you’re practicing medicine in a combat zone – and death isn’t confined to the operating tent.
The MASHED rules are based on Vincent Baker’s innovative Apocalypse World game and inspired by other Powered by the Apocalypse games, primarily Jason Morningstar’s wonderful Night Witches, but also by ’Hood, Lapins & Lairs, Monsterhearts, and Tremulus.
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Using the Playbooks
When you’re ready to play, select one player to go first. Starting with that player, go around the table clockwise, with each player picking one of the four character playbooks. Each playbook is based loosely on one of the four ‘Humors’ from ancient Greco-Roman medicine, and labeled as: Head (melancholic), Heart (sanguine), Bones (phlegmatic), and Blood n’ Guts (choleric). These are explained further on page XXXX. If you have more than four players, you can provide another set of these four playbooks after the first four have been chosen.
Second, starting with the last player to take a playbook, go back around counterclockwise and let each player choose one of the eight Roles. No two players should start the game with the same role, though this might occur later since Roles can change over the course of the game, at specified intervals. Roles indicate the position you tend to take in your MASH unit’s dynamic, and provide you with unique advancement options that other players don’t get. Roles include: Bully, Casanova, Cutter, Devout, Mentor, Prankster, Scrounger, and Stickler. You can read more about Roles on page XXXX.
Third, pick a rank. Each rank provides a different set of numbers (such as +1, 0, 0, +1). Assign each number to one of the character’s four statistics (Fight, Luck, Nerve, and Skill) on the playbook, however you prefer. For example, you might assign your numbers as Fight 0, Luck +1, Nerve 0, and Skill +1 (or as Fight 0, Luck 0, Nerve +1, and Skill +1), or some other combination.
Fourth, detail your character’s name, appearance, and background. You can invent these from scratch, or choose from the examples that appear on the playbook under: Name, Gender, Uniform, Body, Hair, Eyes, Homefront (your state or country of origin), and Who you write to back home.
Finally, give your character a service number. If you’re in a hurry, you can skip this last step, but having a service number is a nice bonus that provides another mental connection to your character. Details on how to generate a service number appear on page XXXX.
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Consider these three questions when filling out your playbook.
• Who are you? Have a good idea of your character’s personality traits and appearance. You might base this off yourself, someone you know, or even a fictional character.
• Why are you here? You might be here unwillingly because of the Doctor’s Draft, or you could be Regular Army (RA) – someone who’s making a career out of military service.
• What do you want? Think about what goals you have. You might want to keep your head down and just follow orders until you can return home. Perhaps you relish the new experience and you want to enjoy your time in Korea as much as possible. Maybe you’re scheming ways means to hoard money or rise in rank. There are many possibilities.
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STATS
Each player has four stats (statistics) which are fairly self-explanatory: Fight, Luck, Nerve, and Skill. The more or fewer points you have in a stat, the better or worse you perform any related Moves.
Your rank indicates what point spreads you can assign to these statistics. As mentioned earlier, and listed on each playbook, different ranks provide four different numbers (such as +1, 0, 0, +1) that you’ll assign as you choose to the four stats of Fight, Luck, Nerve, and Skill.
Fight is the stat you use when it’s time to clobber someone. If you want to Slug an idiot desk jockey in the jaw, fumble a pistol out of your holster and Shoot an advancing ROK soldier, or Seize a person or item by force, you roll 2d6 +fight.
Luck measures how lucky you are, and is particularly useful when you choose to Tempt Fate. It also comes in handy when you want to Scrounge for items like misplaced (or stolen!) medicines, or when a Complication arises during surgery. In these circumstances, you roll 2d6 +luck.
Nerve is your mental steadiness and courage, and helps you mentally brace yourself to face a situation. If you want to Act Up, Manipulate, Seduce, or Pull Rank on someone, you roll 2d6 + nerve.
Skill measures your medical ability, your natural talent, and how well you pay attention to detail. When you want to Eyeball a situation or Diagnose (Dx), Prescribe medication (Rx), or Treat/perform surgery on a patient (Tx), you’ll roll 2d6+skill.
Special Moves and playbooks may sometimes state that, when you make a certain Move, you add a different skill to your roll than you normally would. For instance, you might be indicated to roll +luck during surgery instead of +skill. Those rules override the general stat descriptions above.