Fun! Love the old-timey medicine angle on this; it makes me think of Michael Van Vleet's The Quick and the Grave, which you'd probably dig (having made this).
Favourite details: The result / wild-card result on the relationship table is great -- gives people a chance to play things straight or veer into stranger territory (I particularly love "Pretending to be Lovers"!). The relationship between Virtues, Sins, and the stats is also a fun piece of theming. Like, of course sin ups the Occult! Just seems right. The reminder for players to be forgiving in their judgements of other players' medical knowledge is a nice touch, too.
Would be nice to have: I'd love to see the Sins / Virtues listed off in the rules! It's nice to have a dedicated character sheet, but since 90% of it is already in the rules, it'd be great to have the Sins / Virtues listed off as part of Doctor creation so you're not out of luck without the sheet.
All in all, I really dig the occult / medical mashup here -- grim but wacky, which is a fun space to play in. As a parting question, I'm curious -- how do you imagine exorcisms going in groups of more or less than three Doctors?
Thanks for all the feedback! Hopefully this stuff can make it into a fleshed-out version of the ruleset eventually!
Ideally, at least to my playstyle/GMing tastes, a group with more than three Doctors would end up with three involved in an exorcism and the others simultaneously handling some external threat - perhaps the surgery is being performed in a room under gunfire, or on a rocking ship, and these issues need to be handled as well. Of course, this could easily become difficult to run smoothly, and doesn't much address groups of fewer than three Doctors, so I think that for now the best advice is for a GM to tailor encounters to the number and skillsets of the Doctors present, though that's a bit of a cop-out answer.
Comments
Fun! Love the old-timey medicine angle on this; it makes me think of Michael Van Vleet's The Quick and the Grave, which you'd probably dig (having made this).
Favourite details: The result / wild-card result on the relationship table is great -- gives people a chance to play things straight or veer into stranger territory (I particularly love "Pretending to be Lovers"!). The relationship between Virtues, Sins, and the stats is also a fun piece of theming. Like, of course sin ups the Occult! Just seems right. The reminder for players to be forgiving in their judgements of other players' medical knowledge is a nice touch, too.
Would be nice to have: I'd love to see the Sins / Virtues listed off in the rules! It's nice to have a dedicated character sheet, but since 90% of it is already in the rules, it'd be great to have the Sins / Virtues listed off as part of Doctor creation so you're not out of luck without the sheet.
All in all, I really dig the occult / medical mashup here -- grim but wacky, which is a fun space to play in. As a parting question, I'm curious -- how do you imagine exorcisms going in groups of more or less than three Doctors?
Thanks for all the feedback! Hopefully this stuff can make it into a fleshed-out version of the ruleset eventually!
Ideally, at least to my playstyle/GMing tastes, a group with more than three Doctors would end up with three involved in an exorcism and the others simultaneously handling some external threat - perhaps the surgery is being performed in a room under gunfire, or on a rocking ship, and these issues need to be handled as well. Of course, this could easily become difficult to run smoothly, and doesn't much address groups of fewer than three Doctors, so I think that for now the best advice is for a GM to tailor encounters to the number and skillsets of the Doctors present, though that's a bit of a cop-out answer.