A small, but significant change to the Run-In Move based on discussion here and reflection on some actual play:
A small, but significant change to the Run-In Move based on discussion here and reflection on some actual play:
Run-In: When you interrupt a match in-progress, roll +Heat with the character you’re coming after (establish Heat at +1 if necessary).
– On a 10+: you gain +1 Heat with each other and you pick one from the 7-9 list
– On a 7-9: gain 1 Momentum and your target picks one: they win the match by DQ; Creative books the two of you in a match later in this Episode; their opponent comes after you for interfering in the match.
So, more adaptable to different situations, doesn’t require as much explanation for non-wrestling folk, meaningfully differentiates between the 10+ and 7-9 result, and escalates the situation a little more sharply, I think.