I’m listening to a bunch of old school wrestlers, bookers, & personalities talk about how wrestling was then vs now…

I’m listening to a bunch of old school wrestlers, bookers, & personalities talk about how wrestling was then vs now…

I’m listening to a bunch of old school wrestlers, bookers, & personalities talk about how wrestling was then vs now and all that good stuff – the type of stuff an IWC usually looks up every once in a while – and there’s been a few videos in a row that talk about the importance of consistency, patience and forethought in booking. Good booking is not booking for the moment, it’s booking for 6-9 months down the road, making sure the rising stars stay strong and the top dogs stay relevant. And it got me thinking about this game:

Do you think the focus on playing to find out & all that related stuff creates booking that favors swerves, shocks & short-term decisions over a longer-term, more consistent style? When you look at the games you’ve run in the big-picture view, does the “booking” look like it’d be satisfying? Do you put in effort to make these storylines consistent and logical before your players knock them over, or do you just book on the fly come hell or high water?

Now don’t get me wrong, I understand that this is a game and not a predetermined product for consumption, that playability justifiably sacrifices a lot of of the baggage that just wouldn’t work in a game, and that the fun of it is not necessarily in making great wrestling but instead in playing the lives of great wrestlers, but I’m curious if any of this stuff has occurred to the wrestling nerd side of your brain and what your feelings are about it, if any.

Question about the Exhibition match: the text reads that you can only get a check once per category per match, thus…

Question about the Exhibition match: the text reads that you can only get a check once per category per match, thus…

Question about the Exhibition match: the text reads that you can only get a check once per category per match, thus you have to choose between cashing checks out for Momentum or a Finishing Move bonus, but the example of play features Lord Gray cashing out Momentum for Work and later getting a bonus to his Finishing Move with a Work check – which is correct?

If the first interpretation is true, how do people feel about a slight change where you can get checks multiple times but only cashing out once per stat per match? That way you can get both the Momentum and the FM bonus? Interested in your thoughts.

I’m considering trying to adapt Dungeon World’s monster moves to NPWs in order to mark down important related things…

I’m considering trying to adapt Dungeon World’s monster moves to NPWs in order to mark down important related things…

I’m considering trying to adapt Dungeon World’s monster moves to NPWs in order to mark down important related things to the wrestler (both to highlight things for my use as well as having jumping off points if other Creatives want to use them*) but I’m hit a roadblock: I’m not sure what these “moves” should actually encompass. I mean, if I were writing out Ric Flair, what would I write down as his stuff? Physical actions like the chopping and wooing? Gimmick bits like the Flair Flop or something reflecting that he’s The Dirtiest Player In The Game? Should these be some simple descriptors to help steer Creative, or should they be proper AW-style capital M-Moves that have mechanical weight behind them? Is this all unnecessary complication that would be better handled by a separate paragraph in the writeup about how to play the NPW?

I’m very much interested in your ideas and opinions on the matter, and I encourage you to use famous wrestlers as examples for illustrating your points or methods. Appreciate it!

*This all started when I was considering making another thread or some sort of resource where everybody could post their NPWs as loaner talent, inspired by how the territories used to share and swap talent. Still really want to do that one day, although I need to figure out the best format for easily accessible, easily editable public stuff like that. Maybe a Gdoc or something. I digress.

So what tools, if any, does Creative to emphasize the strength and skill of NPWs, besides narration when Creative…

So what tools, if any, does Creative to emphasize the strength and skill of NPWs, besides narration when Creative…

So what tools, if any, does Creative to emphasize the strength and skill of NPWs, besides narration when Creative has it? I’m still kinda new to * Worlds and I know I’m supposed to trust the players to carry their side of the conversation but…I don’t know. It feels weird, not having a veto. Or at least an explicit one, unless I missed it.

Related question, how do you guys generally play up the differences between the skills of your NPWs? How do you narrate your main eventers vs your curtain jerkers? I’m curious!

Quick question: which gimmick(s) do you see performers like young Shawn Michaels, Dolph Ziggler, Tyler Breeze, etc.

Quick question: which gimmick(s) do you see performers like young Shawn Michaels, Dolph Ziggler, Tyler Breeze, etc.

Quick question: which gimmick(s) do you see performers like young Shawn Michaels, Dolph Ziggler, Tyler Breeze, etc. fitting into? I’m talking wrestlers who aren’t really defined by their workmanship like the Technician  and are mostly defined by their character and promo work but can back it up with solid (or stellar!) in-ring work?

I’m having trouble finding a niche for flashy-but-competent workers in the game so far, and I’d like some advice.