So I’m really digging this game as a big Wrestling fan, and I just wanted to ask Nathan about a house rule I was…

So I’m really digging this game as a big Wrestling fan, and I just wanted to ask Nathan about a house rule I was…

So I’m really digging this game as a big Wrestling fan, and I just wanted to ask Nathan about a house rule I was working on, basically just to see if he feels it’s not too unbalancing. The basic concept is the Role “Tweener”, which to me means someone who can play either role, Heel/Face, changing how they act in the ring to work with their opponent. Good examples of Tweeners would be Kazuchika Okada and The Rock. Basically men who their companies use to work opposite many faces ands heels who can work the crowd either way as needed. So, on to the rules:

“Role: Tweener

When choosing an Advanced Role, you may become a Tweener. A Tweener is best described as someone who walks the line between a Heel and a Face, engaging in the actions of both. The Tweener wrestler is so good at getting a crowd reaction and knows the psychology of the ring so well that they can play any role needed by the company making them very valuable. This character’s main quirk is that when working with a Heel they play the Face and when they work with a Face they play the Heel.

Depending on who you are matched up against, if they are a Face you may use the Heel move, if they are a Heel you may use the Face move. If they are any other Role, including Tweener, you can use either but can only use either Heel or Face for the entire match.

When checking Heat Role adjustment against Heels and Faces, Tweeners act as the opposite role and Gain +1 Heat with all Heels and all Faces, All Heels and all Faces also gain +1 Heat with Tweeners. Tweeners gain no Heat with other Tweeners or other Advanced Roles.”

Thoughts?

3 thoughts on “So I’m really digging this game as a big Wrestling fan, and I just wanted to ask Nathan about a house rule I was…”

  1. It’s certainly not unbalancing – the Technician move “Versatile” covers similar territory, where you can use the opposite Role Move of whoever you’re facing. Maybe to differentiate it from that, and make it more in line with the other Advanced Roles, you could consider a menu of options that combines the two from the basic Moves? Something that makes it worth “graduating” rather than simply using an advance to take the Versatile Move. That said, the global +1 Heat is pretty strong, so maybe that’s all it needs.

  2. Thanks for the feedback, I had totally forgotten about the Versatile Move! I’ll consider making a special Tweener Move, but I’ll see how many players want to go for it just based on the Heat alone.

  3. Spent a little time thinking up a Tweener move by mixing and matching Heel and Face outcomes, here’s what I came up with:

    Role Move: Tweener

    You surprise the Audience with an unexpected role turn. Spend 2 Momentum and Pick 1 of the following:

    ◦ Gain +1 Heat with your opponent

    ◦ Win a match (This overrides Creative’s booking)

    ◦ Add a stipulation to a match

    ◦ Leave your opponent speechless

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