I’m looking at possibly tweaking the game a bit for my own table, and was curious if anyone had tried anything…
I’m looking at possibly tweaking the game a bit for my own table, and was curious if anyone had tried anything similar, so figured I’d post here for feedback if anyone else had thought of anything similar and tried it.
First Change: As the Fed’s audience expands, the threshold for being “over” does so as well. Whenever the audience resets, an extra audience level is added to the cap. (IE, first reset pushes it to 5, second to 6, etc) This makes it a bit longer to earn advances just by capping out audience each show, and kind of helps represent the increasing demands of being in a larger promotion, in my opinion? The audience bonus for moves that use the audience modifier still caps at +4, the extra layers only affect what is required to be over, and earning an advance. This also resolves some issues with moves that let you add +1 to your audience reset, as well as making it longer to advance certain gimmicks.
Second Change: NPW Stats. I always wind up feeling incredibly, well, awkward, whenever a NPW is in the ring with a player, dictating the flow of the match verbally and eventually handing it off. I feel like the outcomes of the die rolls helps add to the fiction/drama, so I am highly debating giving NPW’s basic Look/Power/Real/Work stats and letting them use the basic moves, but not giving them full “Gimmick” treatment. Essentially, putting low card NPWs at 4 points, Midcard NPWs at 8 points, and Main Event Talent at 12 points. Then spend out over the 4 stats accordingly. This would leave low cards at -1 across the board, midcards at 0, and main eventers at +1, if you spent equally, which you obviously could choose not to. This does mean keeping track of extra data on the Creative side, so it might not be for everyone. I already also state certain NPWs have certain gimmicks anyway, so players have a baseline to use if they ever want to take over one.
Third Change: The use of +heat on the wrestling move. It’s sort of implied already, but I’m debating that using +heat requires the consent of both characters in the exchange. This can build on backstage friction/drama a bit, and limits the use of the +heat ability as it has the highest potential to roll well.
The reason for these changes are to basically help extend gameplay a bit. As is, it really felt like things were beginning to peak after 6 or so sessions, so after the first PPV, I felt like I hit a wall, so to speak, and wanted to think of some further ways to prolong the game into a more lengthy campaign, beyond using the Hunt Protocol Rule, which did help.