DMD
Psychotically Verbose

Pie Count: -35
Posts: 533
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« on: August 02, 2011, 08:32:01 PM » |
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No offense to the previous or existing wrestling rps on here, but I sometimes think they took themselves a little too seriously or got a little too deep with thier rps. So I went to my first live wrestling event tonight , then watched a new wrestling dvd and had an idea for a slightly diffrent way of doing it .
All characters would be oringal, as in not anyone we see in actual pro wrestling. You can use moves, and even move sets of real wrestlers, but be creative, re-name them something that fits your character.
All characters would be normal, or as normal as any professional wrestler is, human atheletes.
Emphasis would be split evenly on in ring performance, and interviews, back stage activities and story telling just like in real pro-wrestling.
Here's where this version of the wrestling rp gets diffrent. We use a simple dice system to determine sucessces and failures, in ring and in other areas.
For Example
At the begining of this rp, everyone is a new talent signed to participate in various tourneys for the various belts.
During matches, you perform one manuver per post. SOmething as asimple as an arm bar, clothsline, or series of punches is considered a manuver . This cuts down on the need for multi-paragraph posts that are completely over descriptive and god modish where half a match happens in one post. I'm not knocking this method of rp if you like it, go do it in one of the other wrestling rps that favour it to your heart's content.
The rules for determining sucesss in manuvers and wining and losing matches.
Very simple, each person involved in the match rolls 1d20 per post, and who ever rolls highest gets sucess in hitting thier move, or defending against a move from the other player. For example Wrestler X has managed to posistion Wrestler Y prone in the center of the ring, and climbs to the top rope in the corner, jumps off to deliver a flying elbow
Wrestler X rolls 1d20-23:07:49 ( DMD rolls 1d20 => 18 )
Wrestler Y rolls 1d20-23:08:00 ( DMD rolls 1d20 => 10 )
In this case Wrestler X planeted that elbow in the sweet spot and got a sucess.
But soooner or later the more sucessful wrestler should have a momentume advantage over the less sucessful wrestler. You're right!! And I thought of that !!
For example, the match has gone on for let's say five minutes, or five posts each per wrestler- Wrestler X has had 3 sucesses, while Wrestler Y has had only 2.
Wrestler X attempts to perfomr manuver X on Wrestler Y now 23:13:31 ( DMD rolls 1d20+3 => , + 3 10 ) Wrestler Y attempts to turn the tide by avooding this manuver!! 23:18:14 ( DMD rolls 1d20+2 => , + 2 9 ) Wrestler X is sucessful yet again and now has a +4/+2 advanatage to attempts over Wrsetl er Y!
Now, how do we decide who and when someone wins and loses?
I propose that we use much like wrestling did back when it was good, time limits for matches, and a momentum max that allows attempts at a finishing manuver to be hit.
For example, the time limits could be ....10 posts per participant per match. When this limit is reach, if noone has won or lost then it is atime limit draw, and noone wins.
How do you win by that post/time limit you ask?
I suggest that the first participant who reaches a +5 advantage on his dice roll can attempt a finishing or winning manuver, be it pin, submission, count out, knock out or what have you. 23:28:50 ( DMD rolls 1d20+3 => , + 3 7 )
For example, in our example mathch I've been using, Wrestler X is ahead +4 /+2 over Wrestler Y. Let's just say that he reaches +5 in his next couple posts and attempts his finish/winnning manuver. 23:25:44 ( DMD rolls 1d20+5 => , + 5 15 )
23:25:55 ( DMD rolls 1d20+2 => , + 2 19 ) Wrestler Y managed to escape, kick out or counter the finisher!! This could be the turning point in the match!! Wrestler Y gets +2 for escaping a pin/finisher, and Wrestler X gets -2 because of the momentume swing in the match!!
What about the refs? How would bad guys cheat and get away with it or get caught?
Wrestler X, we will say is our heel, or badguy in this match. He attempts a dirty trick of some sort,
23:28:50 ( DMD rolls 1d20+3 => , + 3 7 ) The ref rolls 23:29:31 ( DMD rolls 1d20+3 => , + 3 5 )
The badguy got away with it this time!!
Just to clear up what the ref would roll, we will say that the ref always has a modifier equal to the current momentume advantage holder, Wrestler X in this example.
This simple rule could be used in all kinds of diffrent situations, such as manager or other wrestler outside interferance using that manager or wrestlers current modifier vs the refs curerent mpdifier for the ongoing match to determine sucess.
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