Gimmick archetype breakdown: The Legend
May 4, 2020 15:55:03 GMT -5
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“The RevolutiDaddy” Wesley, CJ Phoenix, and 1 more like this
Post by Odin Balfore on May 4, 2020 15:55:03 GMT -5
Gimmick: legend
* summary *
The legend is both an experience status and a character gimmick. As such, legend characters are those that have been establish 10+ years, used throughout and with high success.
The legend is not easy by any means. It's an end goal that takes high creativity, high writing skill and durability.
A character should not be made with legend in mind because its easily shot down if it hasnt been established with decades of hardship.
You cant make a fresh character with the gimmick or go into a new fed as such. It's a gimmick by reputation that requires a lot of personal sacrifice and upkeep
The legend is top dog in the eco system, often residing outside of it. No matter what the legend is top card main event even through loss and booking. That loss and booking durability comes at the cost of creativity and longevity. They are earned over time with the character.
The legend is bulletproof but its down side is that there us NO upside. That's the pinnacle. So the only upside for the legend is up to the handlers short term goals:
Feuds, title runs, storylines.
The community can no longer help make you week in and week out. Rather, that's the legends job. To either oppress on a short term to inspire compitition or build up a story to evaluate another.
The legend role is often overlooked or scoffed at as a form of gate keeping or favouritism. In reality it's a critical role both for teaching, discipline and keeping a hierarchy.
The legend is the top if the game and so too must be the handler
* Survival *
Loss: Low
Booking: Low
Burnout: High
Longevity: High
Survival rating: 2 of 5
Pros: clearly established gimmick. competitive survival. strong shoot and development
Cons: the personal factors. Slow burn. Needs max upkeep.
Tier Placement: Legend. ( outside the tier system )
Fed Utility: open ended. Teach, punish, be the end boss.
Ease of use: 3 of 5
The gimmick is easy but the road to get there is long. Most dont make it. Few will achieve it. Fewer still will master
Creativity level: max
Because the legend takes decades of sustained sucess, burnout or booking will claim you first. Creativity is a must and it must be kept at its highest for decades
Writing skill: high
Again, longevity is the killer. If you want a legend you need high writing skill to maintain for decades. You could start with low or moderate but by the time legend gimmick kicks in. Your skills will match
Experience level: legend ( 10+ years )
Overall: 1 of 5
Time, burnout, booking and life will most likely claim you first.
You dont create a character with the legend gimmick.
This gimmick makes the handler a legend.
Time has crafted you into a writing and efed machine. It's a gimmick by fire, blood and tears. There are no short cuts
* summary *
The legend is both an experience status and a character gimmick. As such, legend characters are those that have been establish 10+ years, used throughout and with high success.
The legend is not easy by any means. It's an end goal that takes high creativity, high writing skill and durability.
A character should not be made with legend in mind because its easily shot down if it hasnt been established with decades of hardship.
You cant make a fresh character with the gimmick or go into a new fed as such. It's a gimmick by reputation that requires a lot of personal sacrifice and upkeep
The legend is top dog in the eco system, often residing outside of it. No matter what the legend is top card main event even through loss and booking. That loss and booking durability comes at the cost of creativity and longevity. They are earned over time with the character.
The legend is bulletproof but its down side is that there us NO upside. That's the pinnacle. So the only upside for the legend is up to the handlers short term goals:
Feuds, title runs, storylines.
The community can no longer help make you week in and week out. Rather, that's the legends job. To either oppress on a short term to inspire compitition or build up a story to evaluate another.
The legend role is often overlooked or scoffed at as a form of gate keeping or favouritism. In reality it's a critical role both for teaching, discipline and keeping a hierarchy.
The legend is the top if the game and so too must be the handler
* Survival *
Loss: Low
Booking: Low
Burnout: High
Longevity: High
Survival rating: 2 of 5
Pros: clearly established gimmick. competitive survival. strong shoot and development
Cons: the personal factors. Slow burn. Needs max upkeep.
Tier Placement: Legend. ( outside the tier system )
Fed Utility: open ended. Teach, punish, be the end boss.
Ease of use: 3 of 5
The gimmick is easy but the road to get there is long. Most dont make it. Few will achieve it. Fewer still will master
Creativity level: max
Because the legend takes decades of sustained sucess, burnout or booking will claim you first. Creativity is a must and it must be kept at its highest for decades
Writing skill: high
Again, longevity is the killer. If you want a legend you need high writing skill to maintain for decades. You could start with low or moderate but by the time legend gimmick kicks in. Your skills will match
Experience level: legend ( 10+ years )
Overall: 1 of 5
Time, burnout, booking and life will most likely claim you first.
You dont create a character with the legend gimmick.
This gimmick makes the handler a legend.
Time has crafted you into a writing and efed machine. It's a gimmick by fire, blood and tears. There are no short cuts