In which I discuss Momentum and Success in the game. A great game, but some tweaks to make it more how I like it.

In which I discuss Momentum and Success in the game. A great game, but some tweaks to make it more how I like it.

In which I discuss Momentum and Success in the game. A great game, but some tweaks to make it more how I like it.

7 thoughts on “In which I discuss Momentum and Success in the game. A great game, but some tweaks to make it more how I like it.”

  1. ery interesting! We’ll be testing out W3RPG this weekend, and I might try some of this.

    Thinking on it a bit more, you said: “Why should I punish the High Flyer for never doing a Power move when Rey Mysterio or Kalisto never really do Power moves?”

    If Rey Mysterioso tries a power move, they are likely to fail. However, narration may dictate that he should try one; and will likely fail. Should there be a mechanic that encourages such attempts, not unlike the default PBA experience on failure mechanic?

  2. Reagan Taplin You know, that’s an interesting take on it. Providing a narrative reward for rolling on your bad stat seems like a good idea that fits with the story game aspect more than my more mechanical solution on prevent constant safe moves. There already is something like that with Injuries. I would like the reward to be something better than just more Momentum or Heat. What would you or anyone else consider?

  3. Having only read the rules at this point – and not played them – maybe you work it like this: if you fail, you fail – there’s not much of a chance you will anyways right? But if you succeed, maybe you can bypass some of the build-heat-to-get-audience mechanic, and directly gain audience? That’s probably too strong.

    Maybe doing so imposes a penalty on the opponent; if Mysterioso inexplicably succeeds at his strength move, perhaps his opponent’s next strength move is penalized?

    Or, perhaps instead of gaining momentum, Mysterioso drains his opponent’s momentum.

  4. You oughtta play before you suggest revising a game’s core mechanics. Momentum already moves back and forth on a 6-, so it moving on a success as well means a constant tug of war.

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