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your point (a) here is honestly why i'm very close to trying to port in "when you [____]" -style moves into my otherwise forged-in-the-dark-meets-facade game, replacing FitD style actions - especially for players who may not be super familiar with the tropes and actions of wrestling (which includes me!), trying to figure out when to reach for the dice is really tough. Do I roll to try to hit you every time? do i roll just at the key moments? does failing a roll mean i fail to do it, or that i do it and it looks bad? 

right now the way i have it written as "When you use Glory, you are showing the audience why they should want you to win", etc - reading this has actually convinced me that "when you show the audience why they should want you to win, roll Glory" might work a lot better for giving players a repertoire of moves to make rather than just actions to roll, and would let me tighten it to clarify when rolls should happen and why. you know, just to add one more thing on this frankenstein game lmao