Final Post

New Years Day 2018, fin.

Everything has a course For me this Blog has run it's course. It's time to close the door. I have a few thoughts about why  now i...

Tuesday, June 9, 2015

A Pro Wrestling game:

This is a long post but you get basically a whole game out of it so there ya go.

I guess you could copy the whole thing and print it if you wee inclined.
I don't know who would be inclined.

The  story:
I was taking a shower and thought to myself, "Self why are all the  wrestling video games competitive when the sport is co-operative."
Followed closely by.
"Umm, new shampoo smells like citrus...Good ch"
So then it naturally progressed to,
"What Would my wrestling video game be like?"

Then I sat down and typed this turd out.

There is not a lot of fluff to this writing.  I should really  flesh out the  How this should play our section and  write a section about  developing a starting group of wrestlers. I might at some point.
For this crowd (both of you) It might be enough to say this is a cooperative, narrative , pro wrestling Role playing game.

  • This has never been play tested so .. you know,  it might not hold up at all.
  • This is Blogger, the  formatting sucks.
  • Absolutely No claims to perfection or completeness here, but these kinds of idea dumps are why I started this blog in the first place.

Index Use CTRL F to navigate by searching for the *1, *2, *3 and so on:
*1 Characters
*2 Mechanics
*3 Playing the game
*5 How should this all play out.
*6 Sample Characters.

What you will need.
Paper / pencils.
3 players:
(two in a pinch)
BONUS: Giving a passing crap about pro-wrestling would make things easier.


These guys and gals are pro-wrestlers go beyond the numbers and make them larger than life,   flamboyant, stylish.

Give the character a sweet wrestler name.
Pick  A height and a weight
A brief description
A catch phrase if one pops into your head.

Characters are ranked 0 to 3 with three being the best in each of the  following attributes.

  • Power: used for power moves like body slams and throws.
  • Aerial: Used for high flying moves like moonsaults.
  • Brawling: Used for punches and kicks.
  • Technical: used for holds of all sorts.
  • Work Rate: How well the  character can sell moves.
Image: This is  how well liked (or hated if a heel / bad guy) the wrestler is to the  fans.

Status Points: this is the wrestlers position in the company measured in points.
Status points can be used to determine a wrestlers place in the  company.
0     - 100 Jobber. (status rank 1)
101 - 200 Journeyman (status rank 2) +1 to any stat
201 - 400 Mid carder. (status rank 3)  + All move difficulties go down by 1
401 - 600 Star (status rank 4)  +1 to any stat
600+      Icon. (status rank 5)  +1 to any stat

Free match momentum based on image:
A wrestler can opt to start a match with dice of momentum equal to their stat rank.

Each character are given the following.

  • 5 moves they do often  in matches, each one will have a difficulty of 3
  • 2 "signature moves" each one will have a difficulty of 4 and cost 5 momentum to use.
  • 1 "Finisher" which has a difficulty of 4 and costs 7 momentum to use.
    • Any other move the  wrestler attempts is an improvised move, and has a difficulty of 5.

Each move has a "Difficulty Rating" which is a meet or beat target on d6.

When an attacker does a move, he rolls 5d6 and can re-roll a number of dice equal to his skill in the  appropriate skill category.

Each die that is = to or greater that the difficulty, is a success.

Each move will also have a "Sell Difficulty Rating" Based on the characters moves.

The person taking the move rolls 5d6 vs the difficulty number to "sell" the move. That player may re roll a number of dice dice up to their work rate skill.

Each die that is = to or greater that the difficulty is a success.
  • If the  selling player has more  success than the attacker they have "over sold" the move this makes the attacker look tougher. 
    • For each  success above the  attackers roll  earned by the  character selling the move, the a attacker gains 1 image point.
  • If the attacker has more successes then the  selling player the move was "under sold" and the defender ends up looking tougher. 
    • For each  success below the  attackers roll  earned by the  character selling the move, the a wrestler selling the move gains 1 image point
  • If the  selling and attacking success are the same , the move is executed perfectly and there is some boost to match momentum...or something..
    • Both wrestlers receive 1 point of image and the match gains 1 die of momentum.
  • If both players decide  not to use any re rolls during a turn All rewards are doubled. This must be declared be for any dice are rolled.
  • A non contested roll Is when the characters are not  acting in unison and only one player has to roll. This might be to climb a cage or find a perfectly placed folding table. Non contested roll follow all the rules above with the referrer setting the  difficulty number, and a minimum number of successes needed to complete the  action. 
    •  For example climbing the  cage might be a difficulty of 3 and require 6 successes to  complete. meaning the character can not  completely climb a steel cage in one action. 
    • When in doubt use work rate for any roll that doesn't have a clear corresponding stat.

Rolling extra dice: 
During the match wrestlers earn momentum dice. The momentum dice are tracked as a match total. Momentum is a measure of how hot the match is. Neither wrestler has momentum, the match has a life of it's own.
During the match a wrestler can choose to roll more than five dice by risking the matches momentum. This is usually a "high spot" or some other exciting  action that the wrestlers really want to see go over well. 

The player must declare the number of momentum dice they want to use before the initial roll, once the  decision to use momentum is made it can't be taken back.

When A player opts to roll extra dice the player rolls their initial 5d6 . Then rolls the number of  momentum dice declared before the action.
the player may then  replace any of  the initial dice with the momentum dice he rolled, and count up the successes. 

Momentum dice rolled don't change the  matches total momentum unless:
Any Momentum die that comes up a 1 is lost.
Any momentum die that comes up a 6 spans another momentum die.

Other ways to earn image points.
Hitting a signature move  +1 image
Hitting a finisher + 2 image
Showboating: In this case the character is  playing to the crowd and  doing a move with a flourish rather than concentrating  on technical  execution.
Anytime a player opts to roll fewer than five dice on an action the  number of dice held back become image points

If a character ever fails with all five dice even after using re-rolls. The move has been botched.
The player who rolled the botch must roll 1d6, 2d6, or 3d6  and subtract the highest number rolled from the match momentum and the character's image.

  • On a character's first botch 1d6 is rolled.
  • On the  second Botch 2d6 with the higher roll used.
  • On the third Blotch and there after 3d6 are rolled with the highest single die used.
  • If the botch  die comes up a 6 the character has been injured and the match is over.
  • IF two 6's are rolled the character permanently looses a point from one stat chosen by the  player.
  • If three 6's are rolled that character has suffered a sever injury, looses 2 attribute points and can not wrestle again for 1d6 shows.
Calling for the finish:
A wrestler can call for the finish any time after they have fulfilled the matches prerequisite conditions.
Once the finish has been celled for the  other wrestler decides if he or she will"do the job" and be pinned.
If the wrestler does the  job and lets the opponent win clean:
The  winner gains 1d6 status points. and 1d6 image
The looser gains 2d6 status points.

If the wrestler decides not to be pinned that wrestler must roll 1d6 and meet or beat the opponents current Status rank.
If the  roll fails something happens to end the match, cheating, run in, fake injury. It's up to the referee.

This is whats called a dirty or Worked finish.
This winner gains 1d6 status.
The  looser looses 2d6 status.

If the  roll is  a success the match gains one momentum and the  match continues.

Banner from my old Youtube Joint.

Playing the game:
This is not about  beating the other player this is about  reaching certain match goals, and putting on a good show.

Setting up:

Determining the  match goals:
The two players and the ref should decide what kind of match is going to be put on.
Things like who should go over and and what would make for the best story  should be part off the discussion.
The referee then sets match  goals and finish prerequisites for the characters.
Finish prerequisites:
Finish prerequisites should always include a minimum amount of momentum the match should have before the  a player can call for the finish. Other factors such as minimum amount of image earned and or who is supposed to come out on top are up to the GM.
Match Goals:
The referee also designs match goals that he or she keeps secret until the end of the goals. A match goal  can be anything. Some examples might include, hit your finisher twice, both wrestlers must hit signature moves, earn twice as much image as your opponent, ect.
At the end of the game the  characters receive 1d6 additional status and image for each  goal they meet.
(if there are only tow players the  players can write secret goals for each other.) There are no limits to what the referee can  create a s match goals.
The referee can also offer bonus stats points by giving one or both of the  wrestlers goals that only they are aware of. Things such as "injure the other  wrestler" or Make sure this match finishes with  0 momentum. Or under sell all the other players moves to make them look bad. Generally shenanigans are the underhanded things that a wrestling feds management might do to push one wrestler over another.

How should this all play out?

Pre match: Before the match both players should be given the  opportunity to promo or talk to the fans about the  match. The  referee and the other player are free to jot down extra image points for the character doing the  promo. For each player who chooses to  promo for their character the  match receives one  die of momentum.

The Match:

The match starts with both players rolling 1d6, the higher rolling player gets to Start describing the match first. At any time the  player describes an action that might require a die roll the referee or the other player may ask for one.
The dice follow all the rules stated above in the "mechanics section."

No matter how the dice play out once the  roll are resolved the other player can continue the narration, and so fourth. Taking turns until a player calls for the finish.

It is acceptable for one player to narrate to the other player that their character  wants to be the recipient of a move. The match is not directly competitive it is about putting on the best show and meeting the  match goals.

For example  saying:
 "Our two characters lock up and your character whispers running clothesline in my ear so I whip him to the ropes and charge after him." 
Would be a perfectly acceptable play.
As would
"Your character scoops me up for a huge body slam!"
"I try to suplex my much larger opponent!"

As always is there are any questions about what attribute might modify a roll the referee has last say in the matter.

Post match:
A player may opt to do a post match interview to earn  1d6 extra image.

Tally up:
At the end of the  match the referee should tally up all of the status and image the  wrestlers have earned.
Adjust the characters rankings among the other federation wrestler.
Image: effects the wrestlers popularity ranking
For every  100 points of image a wrestler can opt to start a match with 1 die of momentum.
Status: determines their contender ranking.

Simulating a match:
You want to have a quick result between two roster Non player wrestlers?
here is a quick way to get it done.

  • For both wrestlers Roll d6's equal to the  characters attribute rank in each stat:  
    • Power, 
    • Aerial, 
    • Brawler, 
    • Work rate.
  • Compare each result 
  • Whichever wrestler rolled higher in each stat outperformed the opponent in that area.
    • Whichever wrestler performed the best in the most categorizes wins the  match and gets:
    • 2d6 image and 1d6 status.
      • The looser gets:
      • 1d6 image and 1d6 status

Sample Character 1.
Hard Time Hendricks
Hight 6’3”
Weight 260 lbs

hard times is a big thick necked Brawler from some unknown little town in the  south west. He wears his hair loose and curly, his clothing baggy , and his wrestling boots half laced up.
New to the business he wants to bring the fistfight back to a wrestling game that he thinks has become to  clean and gentile. He wants to bring back the  wrestling of his childhood heroes.

Status 0
image 0
Power  0
Aerial   1
Brawling  2
Technical  0
Work rate 2

Common moves:  Diff 3
Flurry of punches (Brawl)
Round house (Brawl)
Front kick (Brawl)
Stomp (Brawl)
Eye rake (Brawl)
Signatures: Diff 4
Side slam (Power)
Head Butt (Brawl)
sleeper Hold: (Tech)

Finisher: Diff  5
Running Front Kick: (Brawl)

Sample Charater 2:
Kendal Wins
Height 6'0
Weight 195
Catch Phrase: KENDAL WINS!

Kendal is  22 years old, blond, athletic, and loves the crowd. He is the kind of up and coming rookie everyone in the office loves and every one in the locker room hates.

Status 0
image 0
Power  0
Aerial   2
Brawling  0
Technical  1
Work rate 2

Common moves:  Diff 3
Flurry of punches (Brawl)
Round house (Brawl)
Front kick (Brawl)
Stomp (Brawl)
Eye rake (Brawl)
Signatures: Diff 4
Side slam (Power)
Head Butt (Brawl)
sleeper Hold: (Tech)

Finisher: Diff  5
Running Front Kick: (Brawl)

Well a few thousand words latter and I have barfed out that idea.
Thank you for reading.
Leave questions and comments in the squared circle.