So, having played a wrestler who is basically there to do run ins and interrupt matches in Lowell’s recent game, I have to say… I don’t like the run in move.
I think for me the problem lies in having to target an (lets call it) “enemy” character. The choices on the move point toward doing a physical run in and lacks choices to “support” another character.
Ultimately, the moves only option of changing the booking of the match is by getting the opponent of the targeted character DQ’ed when you attack them. It does nothing for “distractions” or interfering in the match to the benefit of a character as opposed to being “against” a character.
I got around this somewhat in Gauntlet League Wrestling but using the Anti-Hero move “Rules? What Rules” But really, i find the whole options given by run ins to be uninspired
Have you house ruled any thing to make them better for your games?
I have a minor house rule for the 10 plus option, but I don’t think it comes up to much.
Basically it’s a 10+ let’s you book the finish of the match
On a 10 plus the Character running in gets to decide (via hijinks at ring side) who wins?
That’s not a bad solution.
I can see that going a few ways:
I run down to help my friend: Right before his opponent goes for his finish, I push him from the top rope and send him crashing to the floor! MY friend wins by count out!
I run in to help my friend:
I grab a chair and slid into the ring when the ref is down. I haul back to hit my friends opponent but the opponent pulls my friend in the way and I hit him instead!
Mortified I flee the ring, and My friend’s opponent gets an easy win!
I mean it works..
I’d work in somehow spending momentum lets you book run in. Maybe make it part of the heel move, as they’d be the only one that could “get away” with it. Faces might run in but a common trope is that they’re incompetent.