Working on the game text some today.

Working on the game text some today.

Working on the game text some today. 

Based on your understanding of the game so far (which I understand can be from “I see you talk about it” to “I’ve been playing the Beta”) what examples would you like to see? What seems difficult or mystifying or unclear?

I’m going to be doing examples throughout, but, y’know, having some specific areas to concentrate on can’t hurt!

11 thoughts on “Working on the game text some today.”

  1. What’s the name of the mechanic which goes up and down, your current status? The one we suggested that only one person can hold the top rating in. Not Heat, which is between individual wrestlers, but the other one. I think you need examples of all its dynamics, how wrestlers can change standing, what happens when one has the top slot and how quickly that can spin among several wrestlers, when you decide that everyone’s “at the top” and reduce it for everyone by increasing the standing of the whole promotion. All that stuff.

  2. What should I be doing as the announcer with the mic? How much am I just adding color to what the other players are doing and how much am I actually creating content?

    As in: If I say things like “his tag team partner must be really disappointed with his lackluster performance in this match” or “these two guys really hate each other, expect to see some low blows and cheap shots in this one”, or “what’s that I hear? Is that Brawny James Dio’s entrance music? What’s going on here!”

    Is that stuff that other players are expected to accept and run with and I’ve now altered play by inserting stuff that didn’t exist before? Or have I overstepped what the announcer is supposed to do?

  3. One thing I found really odd, playing with you, is that a particular fictional action only ever triggers one move.

    The Reaper did a vignette in which he threatened Razor and broke Razor’s chair, and it was either Cutting a Promo OR a Feat of Strength, but not both. 

    This is different from apocalypse world, at least as I’m used to playing it, where a single thing you do can be Seizing by Force AND Acting Under Fire AND Interfering with Someone.

    I think this needs to be made really clear in the rules, because I know I would have tripped over it had I been trying to run the game without having played it first.

  4. Thanks for all this! Good stuff. 

    Adams Tower huh. That’s how I’ve played AW generally, (that an action triggers one Move, and sometimes you negotiate out which one if it could be different ones) so maybe that’s a playstyle thing? Also, for Hangout games I do a lot more “direction” just cuz it’s easier for me to keep everything straight.

  5. Yeah, I think it probably is a playstyle thing, with AW. However, I think that where AW can handle either play style, I think WWW might need your play style. If that’s the case, the rules should probably be clear about that.

  6. A friend and I are planning on running WWWRPG as a one-shot game to run next to an open play D&D game. I would like to see some more input on how to put a show together as Creative that’ll be memorable enough that people will want to play another time, but easy enough that no matter what experience level a player has with wrestling (including my friend, who loves indie games but isn’t a wrestling fan) can just jump right in. Things like a sample scenario or a kind of paint by numbers game where you just plop down names and go with it; a guide for the announcer to commentate the match; a bigger list of WWW NTC for use; and more of the like!

  7. Hi Peter Bothwick ! (Sorry, been convention-ing so it’s taken a minute to get back to you)

    A lot of that is going to be in the finished text but isn’t really ready for public consumption yet!

    If y’all are planning to play soon, take a look at the Quickstart stuff in the Creative/Reference document – http://ndpdesign.com/s/WWWRPG_MoveSheets_Rev12.pdf

    I’ve been resisting doing a paint-by-numbers thing just because the creativity at the table is such a productive part of play, but I could be convinced otherwise if it’s a useful thing for GMs.

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