MASHWorld (working title)

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Re: MASHWorld (working title)
« Reply #15 on: September 15, 2015, 06:35:41 AM »
I've given some thought to the player choice / conversation. And much like I hate to say it, it might be that the structure is wrong. I can see the structure giving some very tough choices and tense moments. I like that. But it primarily depends on dice luck, not player choice, which is bad.

The problem is that there are really only three significant choices. Whether the character starts the operation, whether the character continues the operation, and what side effects the player picks. The first two will only rarely be a choice, since the character will probably always wanna do the operation, the exception being when drama (and maybe stress) interferes. And rules probably aren't needed to leave room for that exception.

Which leaves the side effects. Which kinda leaves me in a dead end, because the side effects alone can't really constitute a system.

So.. a couple of random ideas that may or may not improve things.

To streamline the surgery, don't add any rolls to Complication or Malpratice. On a failed Tx roll, the player picks two choices from Complications, or may Push your luck and spend 1 stock. On a 10+, no complication happens. On a 7-9, only one happens. On a miss choose two choices from Malpractice. Remove "The patient’s friends will learn how poorly you performed this treatment." from the malpractice table, meaning that the player will either have to give him a debility + stress disorder, or potentially kill him. Actually, maybe just make it 1 choice + stress disorder. Choices being either add to all body clocks, or give a debility.
That gives a potential choice on what clock to work on for the Tx roll (which is made in the conversation), choice to choose debilities, choice on whether to push your luck (which can be made in the conversation) and choice to choose how you will horribly affect the patient if you failed your Push your Luck roll.

Another idea was to add a countdown clock. Have each roll (Tx and Push your luck) reduce the countdown clock. Once the countdown clock reaches 0, you have to be finished with the patient, or you'll have patients that are waiting for treatment dying. This could force the player to give up on a clock, simply because he has no more time. And if there is more than one clock needing treatment, he now knows that he'll have to leave time to visit all of them. This would change the effect of the "Treatment takes longer than expected." result from the Tx consequence list, to: "The countdown clock is reduced by one."

With the above, it is still pretty dependent on the player's rolls, but I think there is more choice. Though I haven't thought all the consequences of my ideas properly through, so..

Re: MASHWorld (working title)
« Reply #16 on: September 15, 2015, 09:13:37 AM »
Hey, those sound like good ideas, thanks! The countdown clock is particular feels very appropriate. I'll seriously consider how those would work.

You definitely deserve an editorial credit when this is all done!  :)

Re: MASHWorld (working title)
« Reply #17 on: September 15, 2015, 09:50:52 AM »
I come from a dice-heavy background, and this is the first AW-type game I've written, so all this feedback is helpful.

Re: MASHWorld (working title)
« Reply #18 on: September 15, 2015, 10:57:12 AM »
Oh, one other note. So I'm also working on changing the names of the playsheets. I was heavily inspired by the Natures in "Night Witches", but I think using Humors or Roles for the playsheets is actually limiting in terms of expanding the game. So the list will start off with the basic doctors and nurses, but be expanded to more easily allow play for other people in the camp.

For instance:

CORPSMAN
CUTTER
DENTIST
MP
NURSE
ROLLER
SHRINK
etc.

Re: MASHWorld (working title)
« Reply #19 on: September 17, 2015, 05:14:19 PM »
The Word doc is kind of a mess right now, so here's a look at some of the introductory material I've been working on this week. It's slow going, because the research and reading takes much longer than the actual writing does!

-------

Racial Content

“I have some vivid memories of Korea and many of them I wish I could forget. There is the memory of the old Korean who stumbled unloading a crate from a C-54 in Pusan, and the little pipsqueak of a GI private who seized him by the faded coat lapels and shouted in his face: “You sonofabitch – if you do that again I’ll punch you in the nose!” There is the memory of the wretched young man with his feet half eaten away, dying of gangrene and refused medical assistance by a succession of MOs because he was a Korean and didn’t count.”

-   Pierre Burton, war correspondent for Maclean’s

Whether they were widespread or not, racial incidents against Asians (friendly South Koreans or the enemy North Korean and Chinese troops) certainly did happen. Even Asian American soldiers and medics might be unfairly viewed with suspicion. Players should be prepared to encounter a variety of low- and high-ranking NPCs with racist views. How your characters react – and the consequences of those reactions – will surely become an important part of the conversation.

If you want to play as an Asian-American, history records that substantial numbers served the Army in both combat and medical roles during the Korean War. There appear to be no records for any South Korean medics being seconded to a MASH unit, but there’s nothing stopping you from creating one. The most likely scenario may be that it was a temporary assignment - as a medic and translator for wounded Koreans - that turned into something long-term.

"When people were getting killed and shot up and everything, we all got to stick together.” . . . "The (South) Koreans would look at my face and . . . look at a white guy's face and say ‘Y'all no same-ah same-ah.' And I'd say yeah we are, we're all 3rd Division, 58th Artillery.”

- Mr. Nathaniel Brunson

In 1948, President Truman issued Executive Order 9981, officially abolishing racial discrimination in the United States Armed Forces. In truth, a complete integration of the military didn’t occur until 1954 – one year after the war had ended. Thus, some of the African American soldiers and medics you encounter may still come from segregated all-black units. Even the Chinese Army singles out captured African Americans for special propaganda, reminding them that they are fighting for a segregated nation back home.

If you want to take on the role of an African American medic, you’ll be serving in an integrated MASH unit, free from the constraints of a segregated environment. Of course, you may still encounter an occasional NPC who prefers segregation or who disrespects your position in some other way. Treat these backwards persons as appropriate for your character’s role in the conversation, but don’t worry about your place in history.

It is historical fact that many African American WAC officers and enlisted reservists returned voluntarily to active duty as nurses, serving with great merit. Furthermore, despite the long-held view that no black surgeons served during the Korean War – a view disproven by Dr. Alvin V. Blount Jr. of the 8225th MASH, at least. Black doctors did serve in the Army, albeit in small numbers.

Queer Content

“I had a ton of fun during the Korean War. There were 10-15 gay soldiers on the base. As long as we weren’t seen doing anything, they couldn’t discharge us. So we all rented a hotel room once a month, plastered the wall with Playbills from A Streetcar Named Desire, and had lots of sex.”
-   Anonymous veteran

The 1951 Uniform Code of Military Justice defined homosexuality as “unnatural carnal copulation with another person of the same or opposite sex”, classifying both oral and anal sex as ‘sodomy.’ It was deemed an offense punishable by court-martial. In reality, how strongly the code was enforced – and whether cases were even prosecuted - depended on the situation and the persons involved. Under combat conditions, a feeling of male camaraderie and shared intimacy develops that is not present in civilian life, and even the actions of blatantly queer personnel might be shrugged off with a “live and let live” attitude.

This is not to say that witch-hunts didn’t happen. If the offender was not well regarded in other respects, or ran afoul of an intolerant officer, he or she might be subject to continuous surveillance, humiliation, threats, and interrogation (often by Section Eight discharge boards or intelligence officers), followed by a court-martial and a dishonorable discharge.

Whether you decide to start play as a queer character or not, these are persons and incidents you might encounter as you play the game. At times, you might even find your character the target of a seduction roll. If this occurs, you don’t get to block that move by claiming that your character is exclusively heterosexual. The roll of the dice determines whether someone incites a potentially arousing response, but you are in charge of your character’s reaction. You decide how you want to follow through.

Re: MASHWorld (working title)
« Reply #20 on: October 16, 2015, 04:00:52 PM »
The latest draft can be downloaded HERE on Dropbox for anyone who's interested. There haven't been a lot of changes to the rules yet, although some are coming (see the latest posts above). Most of the changes have been to content and world flavor.

Re: MASHWorld (working title)
« Reply #21 on: November 18, 2015, 08:30:40 AM »
Oh, one other note. So I'm also working on changing the names of the playsheets. I was heavily inspired by the Natures in "Night Witches", but I think using Humors or Roles for the playsheets is actually limiting in terms of expanding the game. So the list will start off with the basic doctors and nurses, but be expanded to more easily allow play for other people in the camp.

For instance:

CORPSMAN
CUTTER
DENTIST
MP
NURSE
ROLLER
SHRINK
etc.

Without actually having played, I still think that the roles are essential. When you look at MASH or Band of Brothers or whatever, they tell you who that person is in the group, much more than whether he is a nurse or a preacher or a machine gunner. Joey isn't Rifleman #3, he is the Prankster. Roles is also a group that you could maybe expand on later on.

About the Humors you might be right. But I'm still cautious about making the professions a defining part of the character. Depends a bit on the focus. I could see may moving the Humor moves over to Roles instead. Then maybe have professions, but have them be the smaller part, with a package of profession specific moves. So a character can be the Prankster Nurse or Devout Radio Operator. Most of the social/camp moves would come from the role (unless perhaps it is a social profession like preacher, psychologist, local black marketeer), while the profession would provide some professional moves (better at operations, better at fighting, able to manipulate the mission pool).

This is bases on my impression that most of the game would be about interpersonal relationships in the MASH camp (with occasional "adventures" to completment the social play). So to use the above theoretical setup, role moves for the main play in camp, and professional moves occasionally useful for the "adventures".

To put it another way, once you get past the fact that you need to speak with the supply officers to get the noise makers you need for the party, the most important thing about him isn't that he is the Supply Officer. The most important thing when you want to wrangle those supplies out of him is whether he is a Stickler, a Scrounger or maybe a Casanova. When you are a second lieutenant, once you get past the fact that the Major seriously outranks you, the most important thing isn't that he is an Officer. It's whether he is a Bully, a Mentor or, god forbid, a Prankster. At least that's how I see it.

Re: MASHWorld (working title)
« Reply #22 on: November 25, 2015, 03:45:15 PM »
Rubberduck: Agreed about the roles being essential. I'm not sure whether or not professions will be added, or even how to do so if I go that route. I'm just spit-balling that idea right now.

On the plus side, I've got a new public draft which can be downloaded from Dropbox. It's been slow going, but I've added more details on rank and equipment, stress and harm, and made some tweaks to the Operating Room moves. I still have a lot more MC stuff to write, and no doubt lots of rules tweaks once I get more into actual playtesting.

Re: MASHWorld (working title)
« Reply #23 on: December 01, 2015, 03:51:11 PM »
I added some minor tweaks and clarification and moved some things around (mostly in regards to Rank, Humor Moves, and Pay). Next I'm going to start adding MC chapters.

If you want the latest draft, click here for the Dropbox link.

Re: MASHWorld (working title)
« Reply #24 on: January 22, 2016, 03:28:17 PM »
Lots of updates and changes in this version! I added lots of MC material.

https://www.dropbox.com/s/vt3y0si6iin0nxv/MASH_PBA_160122_public.doc?dl=0


Re: MASHWorld (working title)
« Reply #25 on: February 02, 2016, 07:47:46 AM »
I only had time to skim. But..

Maybe move the Hx values currently listed under roles down to the Hx section. It is only important for non-Apocalypse fans, reading the rules for the first time. But still.

Dx: What is the hold used for?

I'll have to check the MC moves and stuff later.

Re: MASHWorld (working title)
« Reply #26 on: February 02, 2016, 11:00:18 AM »
Thank you! I'll take a look at these.

For the Hx, I may include a shorter version of that info again as a sidebar in the Hx section. I expect that the subject matter of the game will attract a lot of non-AW fans, so it may be best to keep it in character creation.

I believe the Dx hold is used for the Treat roll.

Re: MASHWorld (working title)
« Reply #27 on: March 18, 2016, 04:10:46 PM »
Here's the latest public PDF for those interested: https://www.dropbox.com/s/whrcoxqsyvvnt8q/MASHED_public_160317.pdf?dl=0

Feedback is welcome, as always. I need to separate out the character info into actual playsheets, and add a sample trauma clock worksheet for the Operating Room scenes, but otherwise I think this is pretty much a complete first draft.

Re: MASHWorld (working title)
« Reply #28 on: March 21, 2016, 07:40:37 AM »
I'll need to check it out later. For now I've just skimmed it. One thing I noticed in the skim was the "Causes and Types of Trauma" tables which are d100. You might want to make them d66 instead, so that people don't need weird dice (I have plenty of those myself, but the default AW engine assumes d6s).

Re: MASHWorld (working title)
« Reply #29 on: March 22, 2016, 08:04:13 AM »
Good point! There's no way (that I know of) to accurately translate those percentages to d6, though. I'll just remove the language about 'rolling' those traumas, so the MC can just use the charts as a bit of historical reference. Thanks!