Here’s a nice example for how run-ins work! This video is already edited down to the relevant parts, Ron Edwards
Here’s a nice example for how run-ins work! This video is already edited down to the relevant parts, Ron Edwards
So, Adrian Neville (muscle-y guy) (babyface) and Tyler Breeze (carwash pants) (heel) are wrestling for the NXT title (which Neville currently holds). Tyson Kidd (another heel) shows up (in WWWRPG terms, his player just narrates that he comes out to ringside, I’d say) and Neville kicks him in the face – this is just narration, fine. Kidd and Neville have a good amount of Heat, you can hear the crowd pop when he gets kicked!
Kidd waits until Neville goes up for a big aerial move, then interferes! When he pushes Neville off, you hear the bell ringing – that’s the DQ, Breeze is disqualified, and thus loses his chance at the title, cuz Kidd interfered “on his behalf”. Kidd and Neville brawl.
Then the vid cuts to Kidd and Breeze yelling at each other, where you hear Breeze yelling “what are you doing, I had him!” It devolves into a general melee, until Kidd and Breeze team up to start putting the boots to Neville, which is when Sami Zane (babyface) runs in (at this point, not using the Move, I think), and they restore the face/heel balance.
This match led to various combos of these four guys in tag and singles matches, and then a final “Fatal Fourway” match where they all competed for the title.
So after playing all of one session of WWWRPG, I was thinking about the run-in move.
So after playing all of one session of WWWRPG, I was thinking about the run-in move. Specifically, the issue of the other person winning the match automatically by disqualification. In recent years, there are a lot of examples of run-ins where the ref is distracted or no DQ matches where heel run-ins are fairly common…
Nathan Paoletta do you think the run-in move should have an added option on the 7-9 or 10+ roll of having the run-in gone off successfully ? There would be no DQ and heat or momentum will be generated…
Or do you think the move can be folded into a heel move or something
Given its status a staple of wrestling stipulation matches, I’m trying to figure out how a Ladder Match would work…
Given its status a staple of wrestling stipulation matches, I’m trying to figure out how a Ladder Match would work in WWWRPG. I’m torn between two opinions.
The first is that, despite, the ladder its really just a relatively “normal” match and doesn’t require its own special stipulation moves. Sure the Ladder is a gimmick, but its ultimately just some special narration and the two wrestlers fight until Creative calls the match, then the chosen winner just does one of his usual finishers (or some creative ladder based finisher) and then ascends the ladder unopposed while his opponent is floored. Perhaps allow the “hardcore” match stipulation rule to be used if one of the wrestlers uses the ladder is a weapon.
The other thought is making the Ladder Match its own custom stipulation moveset, similar to the King of the Hill match rules. With moves like “When you attempt to ascend the ladder”, the other consideration I had is whether the constant setting up and toppling of the ladder should be included in the options of the moves.
For the latter version, here is my (Extremely rough) initial moveset:
============LADDER MATCH ============
Whenever a player makes the Wrestling Move, replace the normal result list with this one, depending on the circumstances
—- WHEN THE LADDER IS NOT ERECTED —-
ON A 10+: You hit it impressively well. You retain control of the match and Pick One:
– You erect the ladder
– You gain +2 Momentum
– You gain +1 Heat with your opponent
ON A 7-9: You hit it pretty well. Choose one:
– You retain control of the match and transition into the next sequence
– You give your opponent control of the match and gain +1 Momentum,
– You give your opponent control of the match as you erect the ladder.
ON A BOTCH: You get countered. You give 1 Momentum to your opponent, and they immediately take control of the match. If you have no Momentum, they still gain 1.*
—- WHEN YOU ATTEMPT TO ASCEND THE LADDER —-
ON A 10+: You fend your opponents off. Retain control of the match and pick 1:
– You gain +2 Momentum
– You gain +1 Heat with your opponent
– You ascend to the top of the ladder!
ON A 7-9: You hit pretty well. Choose One:
– You retain control of the match,
– You give control of the match to your opponent and gain +1 Momentum,
– You give control of the match to your opponent and ascend to the top of the ladder!
ON A BOTCH: You get knocked off the ladder and your opponent takes control of the match. Pick 1:
– You give one momentum to your opponent and the ladder is knocked down too
– The ladder remains erected.
—- WHEN YOU ARE AT THE TOP OF THE LADDER! —-
ON A 10+: You Grab the Hanging Prize and win the match!
ON A 7-9: You hit it pretty well. Choose One:
– You retain control of the match and transition into the next sequence,
– You give your opponent control of the match and gain +1 Momentum
– Leap off the ladder to attack your opponent and gain +1 Heat with them
ON A BOTCH: You get knocked off the ladder and your opponent takes control of the match. Pick 1:
– You give one momentum to your opponent and the ladder is knocked down too
– The ladder remains erect.
I was thinking of including an “When your opponent is on the ladder” move, but 3 moves already feels like I might be pushing it. I’m also not sure what to do if Creative wishes to have a specific ending for the match.
Ultimately however I worry that this might end up taking too long as you have to A) setup the ladder B) successfully Ascend C) Get a 10+ to actually win all without getting knocked off or having the ladder toppled. Its certainly something that could be tense and exciting, but I can also see it dragging quite easily.
I’ve never really done any tinkering with Apoc Engine stuff, nor do I have much experience with the system (but much love!). Anyone have any thoughts?
Bruno Sammartino once wrestled an orangutan, and got disqualified after fifteen minutes of action after punching it…
Bruno Sammartino once wrestled an orangutan, and got disqualified after fifteen minutes of action after punching it with a closed fist.
I don’t know if this is appropriate to post here, but this is one of the only wrestling groups I’m a member of, and I just had to share this. How can we tie this to the game?
Um, Nathan, can you add some rules for wrestling animals? Bears, monkeys, guys in bunny costumes, that kind of thing?
The second Episode of this World Wide Wrestling series focusing on the annual Journeyman’s Cup Tournament. The winner of the tournament gains the Journeyman’s Cup, rocketing them into contention for the Pan Oceanic World Heavyweight Title – and painting a huge target on their own back.
This Episode will feature the return of “Razor” Jackson and the Reaper, as well as the debut of new Talent!
Question. In the Beta document, the High Flyer actually has four injury boxes rather than three like every other gimmick. And they mark two boxes every time they take an injury. Is this correct? It seems like that would make them really fragile.
Link to the Season One Gimmicks has been sent out to Kickstarter and Patreon backers!
Link to the Season One Gimmicks has been sent out to Kickstarter and Patreon backers! Discussion welcome, I fully expect to need to nudge them around a little over time.