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Author Topic: KCW-Not meant to be better, but a diffrent kind of wrestling rp on the keep.  (Read 532 times)
DMD
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« on: August 02, 2011, 08:32:01 PM »

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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DMD
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Pie Count: -35
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« Reply #1 on: August 02, 2011, 10:17:29 PM »

I'll try to wrap up the point system in this second post to explain it a little better.
Temporary modifiers

A sucessfull manuver in a match - +1 to manuvers for the remainder of that that match.

A failed manuver or defense- 1 to manuvers  for the remainder of that match.

For example  Wrestler X hits two back to back sucesses so now the " tempo /momentum" is in his favour at a rate of +2 vs Wrestler Y's -2 in the next manuver.

How and or when you win or lose matches.

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.
. After the opponents roll thier dice for the finsiher/pin/win, and the resluts are determined.

If the wrestler attempting the pin or finsisher wins the roll he wins the match, BUT

If the defending wrestler wins the pin/finisher attempt, there is a momentum swing in the match, and the defender gets +2 and the failed pin/finisher attempt suffers -2 in the continuation of the match.

Winning a match. Permanent +1 at begining of future matches.

Losing a match. Permanent -1 at begining of future matches.


For example, Wrestler X and Wrestler Y have both wrestled 5 matches so far(( Not all against each other, neccasairly)). X has won 4 and lost 1 so he would begin the next match at +3. Wrestler Y has won 3 and lost 2 so he starts this match at +2. Wrestler X has been slightly more sucessful so far, and begins the match with a little more momentue off the bat. This would determine who goes first in each match as well. In the vent of an opening tie, no one has an advantage and they would both post once and roll vs each other then.

Winning a title. Permanent +2
Sucessfully denfind your title. Permanent +1
Losing a title Permanent -1
Losing your title rematch. Permanent -2

Winning a PFV match. Permanent +1
Losing a PFV match. Permanent -1
Winning a title at a PFV. Permanent +3
Losing a title at a PFV. Permanent -3
Winning a title in the main event at a PFV. Permanent +4
Losing your title at the main event at a PFV. Permanent -4

Grudge Matches.
If two wrestlers have faced each other a minimum of 4 times, and both agree they can deliever a fifth match as a Grudge Match.

Winning a Grudge Match. Permanent +2 vs ONLY that wrestler.This advantage vs that paticualr opponent never goes away, you have his number and the grudge is settled once and for all.
Losing a Grudge Match. Permanent -2 vs ONLY that opponent. This disadvantage never goes away, he has your number , it takes everything you have and a lot of luck to boot to get one on him.

Specialty/ Gimmick matches.
Winning a Gimmick match. Permanent +2
Losing a Gimmick match. Permanent -2

Anyone that watches wrestling knows what falls under this. Hell in a Cell, Loser Leaves Town, Ladder Matches, just to name a few. Anything we can think of that's a resonable extra cosequnce of winning or losing the match.

Outside the Ring

Everythng from interviews, promos, back stage fights, forming alliances or factions, or a heel /face turn falls under this. Mostly story and characterization development stuff, but we can still use dice to determimine the effects thaey have.
ForExample

Wrestler X and Wrestler Y get in a mic duel before thier match set for later that night, or week, or at the pay for view. Or a sinle wrestler simply does a mic psot for his upcoming match or after his last match.
If two opposing wrestlers are both on the mic-
Wrestler X rolls 1d100+ current permanent modifier
Wrestler Y rolls 100+ current permanent modifier.
Winning wrestler gets  +1 to starting modifier of next match.

If only one wrestler in involved he rolls 1d100+ current modifier . If the result is over 50 he get's +1 to the start of his next match. if it's less than 50 he flubbed the spot and gets -1 to the begining of his next match.


Back stage fighting and such woulf have a five post limit, otherwise they would play out just like a match, and the winner at the end of the five post/rounds would get +2 at the begining of his next encounter with THAT opponent , this would  show the effects of a beat down or injury suffered before the match. But onlu for matches the same night....unless...

Injuries- Sometimes you get hurt, on purpose or other wise.
If an attacker declares he is attempting to seriouslu and or permantly injure his foe they both roll 1d100 + current permanent modifiers. If the attacker wins, the defender suffers an injury. The severity of the injury is determined by rolling 1 d20.
1-5 is a minor injury. Out of action for a week. -1 at begining of returing/next match or encounter.

6-10 is nagging injury. Out for two weeks. -2 at begining of next 3 matches or encounters

11-17. Major injury, out for a month. Permanent -1

18-20. Carrer threatening injury. Permanent -4. Out for six months
Recovering from a  career threatening injury.
The injured wrestler can recover from the carrerr threatening injury and pay only a permanent -2 but must take off an entire year .

I'm sure I didn't cover everything, this is only a rough draft bare bones idea at this point but I think it could be a solid basis for something new, fast paced and fun. Anyone interested?
« Last Edit: August 02, 2011, 10:34:01 PM by DMD » Logged
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