Is Quack a giant nerd? Yes.
But he’s our giant nerd and I think he’s on point here. Everyone should see this once and just take a listen. It’s pretty good.
Is Quack a giant nerd? Yes.
Is Quack a giant nerd? Yes.
But he’s our giant nerd and I think he’s on point here. Everyone should see this once and just take a listen. It’s pretty good.
So, a few quick questions on general info stuff that came up while thinking of running a game for…
So, a few quick questions on general info stuff that came up while thinking of running a game for not-quite-wrestling friends:
1) How much should players have control over NPWs they gain from advancements? Is this one of those “depends on Creative” situations? NPWs are generally there to advance the story, so would they only be doing big things if it has a payoff?
2) If, say, due to hard moves piling up or story reasons, someone should lose their NPW manager/valet/etc, would you give them something to make up for it?
3) How important are controlling the gimmick changes from one to another? Were there some mechanical choices involved, or is it purely a logic/story thing?
4) Is there a gimmick simplicity spectrum? I know there’s some general suggestions, but I’m always worried I missed something that I’m always worried about.