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.
Warnings:
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.
*1
CHARACTERS:
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.
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.
Each character are given the following.
*2
MECHANICS:
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.
Rolling extra dice:
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.
Setting up:
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.
Warnings:
- 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.
5d6
3 players:
(two in a pinch)
BONUS: Giving a passing crap about pro-wrestling would make things easier.
CHARACTERS:
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.
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.
Free match momentum based on image:
A wrestler can opt to start a match with dice of momentum equal to their stat rank.
GO FIGHT! |
- 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.
*2
MECHANICS:
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:
Momentum:
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
Anytime a player opts to roll fewer than five dice on an action the number of dice held back become image points
SHOCKMASTER FTW |
BOTCH!
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.
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.
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.
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.
*3
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.
Shenanigans:
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.
*5
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!"
Or,
"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.
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.
You want to have a quick result between two roster Non player wrestlers?
here is a quick way to get it done.
Jobber.
Status 0
image 0
Kendal Wins
Height 6'0
Jobber.
Status 0
image 0
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.
-Mark.
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.
Shenanigans:
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.
*5
How should this all play out?
Nefarious! |
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!"
Or,
"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.
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
*6
Sample Character 1.
Hard Time Hendricks
Sample Character 1.
Hard Time Hendricks
Hight 6’3”
Weight 260 lbs
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.
Jobber.
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)
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)
Side slam (Power)
Head Butt (Brawl)
sleeper Hold: (Tech)
Finisher: Diff 5
Running Front Kick: (Brawl)
Running Front Kick: (Brawl)
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.
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.
Jobber.
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)
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)
Side slam (Power)
Head Butt (Brawl)
sleeper Hold: (Tech)
Finisher: Diff 5
Running Front Kick: (Brawl)
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.
-Mark.
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