Lonely Star

The Great Midwife Campaign: Procedures and Ideas

Most roleplaying games are about the planning and execution of murders. This campaign is about the other end.

Midwife

In March 14, 2021, at 00:06 EST, Retired Adventurer said:

You know, when you think about it, Harn's the only game that makes being a travelling midwife a viable PC concept that's as mechanically supported as the dog-kicking and murder simulation.

The campaign concept is strongly supported by Harn Herb Lore, which includes a variety of contraceptive and abortifacient herbs

Which includes rules for gathering said herbs that push PCs to travel the island, going into swamps and other dangerous places, to collect, process, and transport these herbs to people who need them

I don't know if this was when he came up with it, but there was born the concept of the Midwife Campaign, following a midwife and herbalist and focused on that.

I became aware of it 3 years later, naturally became obsessed with it for a while, and scribbled a bunch of material for it.

I cannot run it right now, I have way too many games going on - as does R.A. - but I do have a ton of study done on it, so I make this post as an alpha version of resources anyone who wants to run it might desire to look at. This is very maximalist, take this as me going through the process of pregnancy and proceduralising everything before deciding what should or shouldn't stick to make an interesting game.

Needless to say, content warning for very graphic descriptions of medical conditions and the potential for a lot of horrible stuff happening to foetuses and pregnant women. My sister had been pregnant the year before I wrote this and it made looking at my 1 year old niece a bit terrifying.

Procreation Procedures

Fertility

Humans have 2d6-2 Fertility (0% to 10% averaging 5%). This is the percentage chance of procreating per month. Use the lower attribute from the couple. On a critical, multiple conception occurs (if the Fertility is at least 5%). In that case, roll 1d20; on a 20, increase it to triplets, and so forth.

This assumes normal frequency of sex, for system purposes that's up to once or twice a week. Halving the frequency (once every other week) actually increases the Fertility by 5.

Nursing mothers have a Fertility of 1%.

Malnutrition reduces the fertility of the woman up to 50%.

An athletic lifestyle for women reduces fertility by 50%, but reduces the chance of miscarriage for physical trauma.

Spirit inhabiting womb (Endometriosis):1 15%2 of women are affected by it. If affected, there is a 25% chance of being asymptomatic, and a further 50% chance of being entirely infertile. If fertile, is at increased risk of ectopic pregnancy and generally has more pain during menstruation.

Proper rituals and such can keep the spirit dormant, but they must be made repeatedly.

Pregnancy

Noticing the pregnancy: Roll 2d6+6 to check which day of the menstrual cycle the woman gets pregnant. Then count it out until the 28 and count 5 days more. This is around the time when she'll notice that she is pregnant, but the clock is already ticking for the evils below.

Due Date: If the pregnancy is not ectopic, set the due date from the first day of conception (since we have perfect information). In-world the due date is usually set from the first day of the last menstrual period.

Roll 2d6+30 weeks.

Add +1 if: first pregnancy, has already had a post-term baby, it's a boy, or has a Heavy frame.

Add -1 if: has had a premature baby before, the pregnancy is unwanted, has a Light or Scant frame.

Late and post-term deliveries have greater risks of vaginal tears, infection, and bleeding. Premature deliveries are easier for the labour, but harder for the infant to survive.

Complications

Ectopic Pregnancy: If conception is achieved, there is a 2% chance of it being an ectopic pregnancy.

+1% if the woman is under 18 or over 35, +2% if she smokes, and +3% if she has endometriosis or had an ectopic pregnancy previously.

If that is the case, there is 10% chance of being asymptomatic and 30% of not having any medical signs. Either way, they will present themselves 1d8+3 weeks after conception. The woman will present 1d3 of the following signs, in order:

After symptoms present themselves, check the difference between the week it presents and the 16th week and roll that as a die. If it shows 1, roll 1d7 to see how many days you still have.

Ex: A woman has an ectopic pregnancy, the symptoms show themselves on week 6. Thus the DM rolls 1d10 to see if it will rupture, if untreated, on week 7 or 16. The DM gets a 1 and thus rolls 1d7 for a 4. The midwife has 4 days to correctly diagnose and treat it before it ruptures.

If the tube ruptures, the woman gets a major internal haemorrhage, getting a B1 wound, and 15% chance of being rendered sterile by the experience, if she survives.

Miscarriage: is losing the embryo in the first 3 months or so. Roll for miscarriage per week, counting from week 3 because before that it's just inviable.

Add +1% for a Light or Scant frame, for being under 20 or over 35, for smoking, or for drinking. This is non-cumulative.

Make an extra roll in the event of trauma, relative to the mother's lifestyle - a woman who regularly rides wouldn't consider horse-riding a trauma, but one who has never ridden would. Seizures and such always count as trauma.

Stillbirth: Happens after the 20th week. There's 2% chance of losing the baby before delivery, from weeks 20 to 36. Just roll the odds once and then roll for which week it falls in.

Double those odds in case of smoking and trauma. Reroll in case of trauma, as above.

Pre-eclampsia:3 The base chance is 5%, but it raises depending on risk category.

Placental Abruption: This is when the placenta detaches from the baby. 1% chance. If it does happen, roll 1d20+20, consider any result after delivery to happen during delivery. Add +1% for pre-eclampsia, if the mother is younger than 20 or older than 35, and if the mother has had 5 kids or more.

If it does happen, roll for 1d20+20 to check which week it happens. If it is equal or after the due date, it will happen during birth; roll for the number of hours labour will take and roll that number for when it will happen. It should happen during stage 1. Also, roll 1d100:

Placenta Praevia: This is when the placenta attaches inside the uterus in a position that partially or completely covers the cervical opening. 1% chance. Increased by 3% per Caesarean survived. Increased by +1% if the mother smoked, if the baby is a boy, if the mother is younger than 20 or older than 35, for pre-eclampsia, and if the mother has had more than 5 children.

If it happens, roll 1d20+20 to check which week it happens. Reduce the due date by 1 week. If it is equal or after the due date, it will happen during birth; roll for the number of hours labour will take and roll that number for when it will happen. It should happen during stage 1.

If it happens on week 26 or before, there's a 10% chance it will go away on its own.

The treatment is the same for excessive bleeding, because that's what's going to happen.

Other symptoms of protein in the pee: Aside from checking urine, other symptoms could include these. Most women will show 1d4-1 of them:

  1. Shortness of breath

  2. Tiredness

  3. Lack of appetite

  4. Muscle cramping at night

Labour and Delivery

Labour is divided into 3 stages:

1. Dilation

This phase is divided into latent and active. Latent is half of the dilation with mild or almost imperceptible contractions; active is more severe.

For a mother's first birth, the latent phase takes 1d10+10 hours.

For a mother who's already had a baby, the latent phase takes 1d10+5 hours.

If you roll a 10, roll again and add that to the total.

For both, the active phase takes 1d4+2 hours.

Add +2 hours in case the labour has been induced.

Complications: In case the latent phase takes 16 hours or more it is considered prolonged, and it is recommended that labour be induced by puncturing the amniotic sac. This shouldn't be done if the baby isn't headfirst, but if he is, there's a 5% chance he'll shift, and another 1% that there will be a umbilical cord prolapse. In case of induction, check for placental abruption again.

If the birth is prolonged, check again for placenta praevia, placental abruption, and uterine rupture.

Breech Baby: Independently of the amniotomy, there is a 4% chance the baby will be in breech position in a regular pregnancy. Add +4% if the baby is premature, for each degree. Add a further +4% for each baby, in case of twins and triplets, and another if you've been pregnant before.

This makes birth very dangerous.

Turning the baby has a rate of 58%, and is done by massaging the belly and takes about 2 hours.

If unable to turn the baby, test this in succession: 4% of baby death and 3% of converting the baby to unhealthy independently of other status.

If this passes, there's an 8% chance of the head getting stuck, double that if premature. In that case the midwife will have to remove and get an assistant to exert pressure and help. Without anaesthetics this is PAINFUL and DIFFICULT. Will require a roll.

This is where making the birth easier will make future deliveries more difficult.

Umbilical cord prolapse: The umbilical cord came out before the baby. There's an independent 1% chance of this happening, another 1% in case of the breech baby. Raise that to 2% in case of premature baby or to 4% in case of an overdue baby. Add +1% if the mother has already had 5 or more babies.

If this is the case the baby will die if not removed asap. Caesarean is the way.

Uterine Rupture: The tearing of the wall of the uterus during pregnancy. 5% base chance, double it if survived a Caesarean before, and again if the baby is late-term, and once more if post-term. This will cause bleeding.

If this happens, immediate Caesarean is required to remove the baby. Even with that, there's a 5% chance of death for the infant.

Bleeding: If anything until here has caused bleeding, the mother starts losing blood at a rate of B1, or B2 if it's severe.

Caesarean: A roughly 6 inch deep and long cut made to remove the baby. As per HM3, this counts as a Grievous Cut on the Groin (G4), thus the mother starts accumulating Bloodloss at a rate of 1 per minute. A roll of Physician is required.

2. Delivery

The cervix is fully dilated and the baby is being pushed out.

This phase lasts 3d20 minutes for new mothers and 1d20 for others.

The midwife rolls Physician here:

3. Placental Expulsion

The foetus is out, we're waiting on the placenta. There are complications to this in real life but we'll elide it.

Infancy

Breast-feeding: If able and willing, a mother will breastfeed her child. After birth, the mother tests Condition - in case of multiple birth, get a penalty of 5 x the number of babies. The roll is made and cumulative by order of child prioritised, so if triplets are born, milk for the first baby is rolled regularly; for the second baby it's rolled at -10; for the third baby, at -15.

In case the mother doesn't have enough milk, a wet nurse needs to be found, typically a mother whose own child hasn't survived.

For every period, an infant mortality roll must be made. There are 6:

After that, the child is subject to the same conditions as adults, such as plagues.

Both roll the mother's Condition. Healthy babies roll at +10, unhealthy at -10, and add a further +10 if the child has been weaned. Modify it further by standard of living: +15 Ostentatious, +10 Quite Wealthy, +0 Reasonably Comfortable, -10 Low Income, and -20 Poorest of the Poor.

As all diseases are spirits, "moderate" and "grave" refers to the power of the spirit, how hard it is to exorcise, and how deadly it is.


Herb Lore

A lot of this comes from the HârnMaster supplement "herblore", but I don't remember how much of it I changed - not a lot, I think. Once more: these are untested suggestions.

Herb Knowledge

Players start with knowledge of the herbs that the Old Midwife knew, so mainly the herbs relating to childbirth and blood pressure. To figure out new stuff about it you gotta:

So you go to the field, find a new herb, and now you gotta either look up its appearance on a book, ask around, or test it.

Also, written works increase the skill as such:

Oral information - Modify search by -5.

Scroll or oral information - Talks only about 1 herb. Modify search by -5, increase skill by 1d3.

Tract - Examines several herbs of the same group in detail. Modify search by -10, increase skill by 1d6.

Tome - Herbariums and other "dictionary of herbs", contains many but not very detailed, and rarely have illustrations. Modify search by -15, increase skill by 1d10.

Herb Gathering

General Search: If you just go up to a place and gather whatever plants look nice, the DM just rolls regularly on the list and sees what you get.

Special Search: If you got a specific herb in mind, roll herblore modified by rarity, applied to the skill modifier, and then apply the modifier by where you know the herb from:

Each roll takes 1 watch.

Bad habitat: Some habitats are bad, marked per plant. In these cases, multiply the supply by 0.8x (reduced by 20%).

Effect and Risk: Each herb has a % of how likely it is for the effect to take place or a risk. These are then modified by stuff, such as:

Recipes

To produce remedies you roll Herblore too with the production modifier, but Alchemy can also be used. The level of success affects the chance of effect and risk:

Also, each production type keeps for a certain time, rolled in secret.

If the dosage for a recipe isn't mentioned, it's enough for 1 treatment.

Decoction: Putting a small spoon of crushed herbs into a pot of cold water and then boiling it for 10 min, letting it steep, then sifting it with a colander, to make a kind of tea.

Herbal wine: Hackled herbs are put into a vessel filled with white wine, then closed and left undisturbed in a dark place for 3 weeks. Then the fluid is distilled into another (preferably opaque) vessel, which should be closed with a cork. The normal dosage is 3 small spoons a day, and half a pint has liquid for approximately 40 treatments - aka 13 days.

Maceration: A spoonful of herbs is inserted into cold water and then steeped overnight. In the morning the ater is strained and heated slowly, then drunk.

Ointments and salves: To make one it requires 1/8 of a goblet of vegetable oil and 1 dram of beeswax. They're mixed and heated until the wax has completely dissolved. Afterwards, the ointment is taken off the fire and cooled down until hand-hot, and then the herb ingredients are added and the ointment is stirred carefully. There's 32 drams in a vessel, it takes 1 dram for a Minor Cut / Tear; 2 or 3 for Serious ones; and 4 or 5 more for Grievous ones.

Pills (10): Usually prepared by mixing pulverized herbs with a tiny bit of syrup, jelly, gum, resin, and / or honey and heated until it forms to a thick paste. The paste is then formed into small balls that are coated with a thin layer of wax.

Pure: Just applied directly, either eating the blooms and leaves, or added to bandages.

Syrup: Mix bruised herbs with honeyed water, wine, barley water, or fruit must. This is boiled for several hours. Eventually the mixture is removed from the heat, strained, and cooled. One preparation has enough syrup for 75 treatments.

Tea: A spoonful of leaves or blooms is put on a cup and then doused with boiled water, then steeped for 10 min and strained.

Tincture: The gathered herbs are cut into very small pieces that are then put into a vessel filled with brandy (or another spirit) until all leaves are covered. The closed vessel is left for 10 days in good sunlight with occasional shaking. Then the fluid is strained into another vessel (preferably opaque) for a few hours, closed with a cork. A normal dosage is about 30 drops 3 times a day. A regular tincture has liquid for approximately 100 treatments (33 days).

I then intended to do a hugely long list of herbs but didn't get around to it. I was going to adapt the ones in HerbLore and include new ones.

Interesting Events

General interesting things for the campaign:

And this was my thinkboard with assorted nonsense, thoughts, errant ideas, annotations, half-formed sentences, etc - I think quite a few of these were ideas said by Retired Adventurer and other people at one point or another that I ravenly brought to my nest:


  1. I did not want it to be purely historical, as it would frankly be quite bleak and not very gameable, so I made a lot of things be "spirits" which require exorcism.

  2. I tried taking figures such as these from scientific studies whenever I could find them. They're a good reminder of how prevalent some conditions are, and how little modern medicine pays attention to the wellbeing of women.

  3. "Eclampsia" means "lightning", and it refers to seizures during childbirth. Pre-eclampsia is the condition of hypertension over the pregnancy which causes the risk of eclampsia.

#advice and aids #gameable content #the great midwife campaign