Sure, and those medical dramas are almost always like 90% people drama, 5% medical jargon, and 5% tense medical things. People drama is difficult to handle mechanically without it becoming too game-y, which is why most systems leave the interpersonal stuff fairly loose and put the crunch on the combat side.>>55842260
Bullshit. Nobody plays non-combat wargames because there doesn't end up being enough of a game (or at least enough of a game for an RPG to be based around it). That isn't to say that you couldn't make a good game about doctors, but it would probably be better off as some sort of resource management boardgame or deck-building card game.>>55842021>we have this weird idea that a combat taking 10 seconds deserves potentially a dozen fucking rolls
Because these games are predominately played by young men, and because combat is inherently tense, and because it offers an easy way for everyone to contribute without needing tons of technical knowledge. > but a surgery taking hours and multiple complex operations should only take one
Because it would be fucking impossible to translate a surgery into something that offers turn-by-turn choices for the entire table and is capable of holding people's attention for extended periods of time. "Okay John, turn thirty-seven, roll to see if you fuck up the anesthesia this turn...Okay, you rolled a four, he crashes. Good job retard." "Mike, what do you for your turn? I ready an action to hand the doctor whatever he asks for, just like the last twenty turns."
Funnily enough, 4E, despite being the most tactical wargame-y edition of DnD since at least OD&D, actually had a fairly complex by DnD standards system for non-combat encounters. Especially post-Essentials, Skill Challenges were pretty neat.