Gimmick archetype breakdown: The Narcissist
May 4, 2020 1:26:48 GMT -5
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Lockhart, CJ Phoenix, and 1 more like this
Post by Odin Balfore on May 4, 2020 1:26:48 GMT -5
Gimmick: narcissist
* summery *
The narcissist is tricky to play. Its easy in the fact it's a low threshold to enter and requires only moderate creativity. However, it takes a keen witt for continued upkeep
Never wrong, outdone, up staged or taken advantage of the narcissist is also known as the cocky heel.
This gets muddy in tweener alignment because the handler wants ease of use for heel actions but also wants a face reaction from crowd.
This gimmick seems to be 1 of the most prevalent in feds today. It exists in all 3 levels of the card and with varying degrees
The narcissist is normally a rich character with bankrupted morals or emotions. They see things only in terms of their benefit.
I feel the strength of this character is its moderate creative level but over time that level ratchets up because the handler has to mitigate loss at some point.
The goal as narcissist is to be a nuclear heel.
The reality is that it varies.
The narc is easier to play than gimmickless but harder to maintain. Sure, it's easy because the fallback of gimmick but the need for strong writing is required throughout in all 4 phases: style, description, cd and shoot.
In truth the narc is only as strong as the handlers weakest area but flourishes with well rounded handlers and by nature is the easiest to help a handler grow as a writer
Meant to be hated and engaging, the narc often Carrie's top feuds and story as a means of getting the top face over.
What is often forgotten is that heels HAVE to feed the face. They have to give. However, most that play this gimmick do so just to no sell outcomes and story. While this has a place, not every narc can act this way.
If theres already a narc in the fed no selling, dont add to it. You risk sinking you both.
If you're new to efedding. Narc is a good and simple place to start
* Survival *
Loss: low
Booking: low
Burnout: low
Longevity: low
Survival rating: 5 of 5
Pros: Survival, ease of shoot, ease of character traits. good card placement
Cons: Skill upkeep.
Tier placement: ALL
Fed Utility: use nuclear levels of heat to beat up everyone and never admit fault. You get to the highcard by frustrating everyone
*breakdown *
Ease of use: 4 of 5
The narc is easy to use and comes with simple rules to follow. Not to mention the gimmick is hearty and can survive loss, booking, breaks and burnout. Also survives extended use
Creative level: moderate
The creative output starts at low and can ratchet up to max but you can find solid success with just moderate creative skill
Writing style: moderate-strong
Like creativity, style ends up scaling. You'll start with moderate levels but as the years go by the style gets ramped up
Recommended skill: all
Any skill can use this gimmick with various degrees of success but you will find success
Overall recommendation: 4 of 5
The narc is as easy or hard as you want. It's as successful as you want if your willing to work. With the narc being able to survive into vet status (10+ years of fedding) can often be the primary and only character a handler will run.
Rookie, yes
Pro, yes
Vet, yes.
* summery *
The narcissist is tricky to play. Its easy in the fact it's a low threshold to enter and requires only moderate creativity. However, it takes a keen witt for continued upkeep
Never wrong, outdone, up staged or taken advantage of the narcissist is also known as the cocky heel.
This gets muddy in tweener alignment because the handler wants ease of use for heel actions but also wants a face reaction from crowd.
This gimmick seems to be 1 of the most prevalent in feds today. It exists in all 3 levels of the card and with varying degrees
The narcissist is normally a rich character with bankrupted morals or emotions. They see things only in terms of their benefit.
I feel the strength of this character is its moderate creative level but over time that level ratchets up because the handler has to mitigate loss at some point.
The goal as narcissist is to be a nuclear heel.
The reality is that it varies.
The narc is easier to play than gimmickless but harder to maintain. Sure, it's easy because the fallback of gimmick but the need for strong writing is required throughout in all 4 phases: style, description, cd and shoot.
In truth the narc is only as strong as the handlers weakest area but flourishes with well rounded handlers and by nature is the easiest to help a handler grow as a writer
Meant to be hated and engaging, the narc often Carrie's top feuds and story as a means of getting the top face over.
What is often forgotten is that heels HAVE to feed the face. They have to give. However, most that play this gimmick do so just to no sell outcomes and story. While this has a place, not every narc can act this way.
If theres already a narc in the fed no selling, dont add to it. You risk sinking you both.
If you're new to efedding. Narc is a good and simple place to start
* Survival *
Loss: low
Booking: low
Burnout: low
Longevity: low
Survival rating: 5 of 5
Pros: Survival, ease of shoot, ease of character traits. good card placement
Cons: Skill upkeep.
Tier placement: ALL
Fed Utility: use nuclear levels of heat to beat up everyone and never admit fault. You get to the highcard by frustrating everyone
*breakdown *
Ease of use: 4 of 5
The narc is easy to use and comes with simple rules to follow. Not to mention the gimmick is hearty and can survive loss, booking, breaks and burnout. Also survives extended use
Creative level: moderate
The creative output starts at low and can ratchet up to max but you can find solid success with just moderate creative skill
Writing style: moderate-strong
Like creativity, style ends up scaling. You'll start with moderate levels but as the years go by the style gets ramped up
Recommended skill: all
Any skill can use this gimmick with various degrees of success but you will find success
Overall recommendation: 4 of 5
The narc is as easy or hard as you want. It's as successful as you want if your willing to work. With the narc being able to survive into vet status (10+ years of fedding) can often be the primary and only character a handler will run.
Rookie, yes
Pro, yes
Vet, yes.