Nifty vid.
http://digg.com/video/the-official-wwe-championship-belts-are-made-by-this-guy-in-his-garage
Nifty vid.
Gimmick Revisions!
Gimmick Revisions!
Working on Injury Moves. Here’s the Anti-Hero’s:
When you get injured, check an Injury box, and note who did it. You can interfere in any of their matches without Creative’s approval or consent until your injury heals.
Thanks to Gregor Hutton for the sketches…
Thanks to Gregor Hutton for the sketches…
It’s been a little quiet on the WWWRPG front, as I’ve been letting all the playtesting from the winter soak into my…
It’s been a little quiet on the WWWRPG front, as I’ve been letting all the playtesting from the winter soak into my brain, and ALSO WWE is in it’s annual post-Wrestlemania “not that great” period, so I haven’t been watching much wrestling.
But! I have a Longcon event coming up at Origins, and the time to devote to at least Gimmick revisions before that happens. So hopefully I’ll have some new stuff to share, first with Patreon supporters and then with the general public, to kick off the summer.
And I’m pulling together a realistic timeline for the final product release, which is exciting.
So, gestation right now, but more wrasslin’ soon!
A few questions:
A few questions:
*Advancing whenever you hit +4 audience:
It seems like two characters could potentially very quickly cycle between +3/+4 audience and get lots of advances. Is there a limit to how often you can get advances? Am I worrying over nothing?
*Champion’s Advantage
Is this a real thing in wrestling? It seems strange to me that you can lose the championship match, but somehow not lose the championship title.
*Actual Wrestling
Narratively, how does one win a wrestling match?
I’m going to be starting a game of WWW pretty darn soon. Just want to say that I’m pretty excited, and thanks to…
I’m going to be starting a game of WWW pretty darn soon. Just want to say that I’m pretty excited, and thanks to NDP for making this game.
Maybe I should print the Creative cheat sheet in pink..
Maybe I should print the Creative cheat sheet in pink..
This is actually really interesting, and because I have game design brain damage, I can’t help but notice how close the “checklist” is to the list that Creative should have (formally or mentally) for a game of WWWRPG…
(thanks for the tip Tim Rodriguez )
World Wide Wrestling at Nerd PGH: The Aqua Belt Title Episode!
World Wide Wrestling at Nerd PGH: The Aqua Belt Title Episode!
So, there I am at Nerd PGH yesterday, and Brianna Sheldon asks if I could run a game. Not having any games of my own, I grabbed Stras Acimovic ‘s copy of WWW and starting pulling an episode out of aether. With Lauren Prewitt , Marc Gabriele, and Marybeth Griffin the Rumble on the Rig was conceived.
Lauren played Hans “The Closer” Kruesher. The newest golden boy to pushed forward by Creative, The Closer was previously Hans “The Hungarian Hammer”, and along with Arnold “The Austrian Annihilator” were the tag team Eastern Block. Creative tapped Hans to rise while Arnold fell by the wayside, much to his NTC disappointment.
Marybeth played The Flying Russian. As an anti-hero against the corrupt WWW president Vic “The Avalanche” Va Lanche, the Flying Russian refused to break character, but always wanted to break kayfabe. She had an uneasy alliance with the monstrous NTC The Living Skull, and just recently beat the ever-loving snot out of the Boulder, who was looking for some payback.
Marc played The Force Of Gravity. This technical wrestler vowed to bring any and all opponents to the ground. Mentor to, but slightly jealous of, the Closer, The Force Of Gravity is still a force of good.
Following Strasa’s elemental-belt theme, I came upon the idea of the Aqua Belt. We threw some ideas back and forth and started the episode. Matches for the evening are:
– El Toro, The Bull vs. The Rockstar
– The Force Of Gravity vs. The Living Skull
– The Flying Russian vs. The Boulder
– The Closer vs. Triton for the Aqua Belt
The Flying Russian starts the episode with a promo calling out The Boulder, though a bad roll causes the Boulder to interrupt her promo with a promo of his own. He calls the Russian out, decrying her and adding a stipulation to their match: A CAVERN MATCH!
The first match is NTC jobber versus NTC jobber as El Toro, The Bull against The Rockstar. It was cinematically hilarious, with The Rockstar slamming El Toro to the mat for the win.
Now, this being my first *World game that I’ve run, I admit I screwed the next part up. I rolled for the NTCs. The Talent still loved it though.
Second match of the night was The Force Of Gravity versus The Living Skull. Gravity’s intro was full bass and some stunt architecture fell for the “bring down the house” effect he was going for. I played the Skull up as more of a monster archetype without drawing up a full Talent sheet. The match went well. Marc, who didn’t really get into wrestling but who has been RP’ing for years, fell comfortably into the back and forth aspect of the game. I was hoping that The Flying Russian, who had the Skull as an unexpected ally, would try and disrupt the match, but no such luck. Creative tapped Gravity to win and after a successful Gravity Crush from the top rope, The Force Of Gravity walked out with a win.
Next, the Closer cut a promo calling out Triton and how he’s gonna “close the deal” on getting the Aqua Belt. A decent roll and some cheap heat nets momentum for later and the stipulation of a Courtroom Match for the title.
The Cavern Match between The Flying Russian and The Boulder was as crazy as you’d expect. The ring was filled with waist high, foam latex “cavern walls” and thirty pound “boulders” the wrestlers could bash each other with. The Russian comes in to a dubstep version of the Soviet March, hopping up into the ring and working the audience a bit. Next, however, came the Boulder’s intro. Hard rock music and him inside a boulder-like hamster ball running to the ring. The match is under way, and the Boulder starts with a terribly botched clothesline. The Russian immediately takes the match mean, pulling a chair from under the apron, and proceeds to bash the Boulder around the ring. The Boulder responds in kind, and both deal some REAL damage to one another, but the Russian in nowhere near concerned. Creative reveals the Boulder is supposed to win the match, but The Flying Russian says the hell with that, and with a roll the gives the audience exactly what they’re looking for, wins the match and hits her finisher.
Finally, the match that everyone was waiting to see. The new up and comer, The Closer versus the the reigning Aqua Belt champeen, Triton. A Courtroom Match, it was decided, is where two tables and four chairs are added into the ring. Basically an upgraded table match, but the gimmick matched the Closer’s. The lights go down, gavel knocks three times, fog, heavy metal orchestral music, and the Closer shows up in the middle of the ring. A brief audience work before Triton’s entrance. The ramp down to the ring was flooded, and to Dick Dale surf rock, Triton rides to the ring astride a surfboard. The match begins under the Closer’s control and he starts with a wicked series of cross chops to the chest. Control goes back and forth, in good title belt style, and Creative reveals that the Closer is scheduled to win the belt. However! Unbeknownst the either the Closer or Triton, Arnold “The Austrian Annihilator” jumps out of the crowd, determined to wreck the Closer’s chance for the win.
But! The Closer’s mentor, THE FORCE OF GRAVITY, wasn’t going to stand idly by and watch his protege’s future crash and burn. Rushing to ringside, Gravity and Arnold square off while Closer and Triton are confused as to what exactly is going on. At that moment, Vic Va Lanche grabbed the mic and announced that this is now a tag team title match, and the winning tag team will have to fight EACH OTHER for the Aqua Belt.
It was an amazing tag bout. Gravity and Arnold traded blows in the remains of the Courtroom Ring. Successful tags to respective partners got Closer and Triton back in the ring. Triton, knowing what Creative wants, signals he’s ready for the Closer’s finisher, but Arnold isn’t ready or willing to let that happen. Arnold runs, grabs the Aqua Belt itself, and goes to interfere with the Closer’s finisher. However Gravity sees what’s going on, cold cocks Arnold, and sets the Austrian up for Gravity’s other finisher: The Gravity Bomb. As that’s going on outside of the ring, Closer puts Triton’s head in his briefcase and executes CASE CLOSED, winning the match.
The match between Gravity and Closer was brief, as we were running kind of late, but it was flavorful, exciting, and ended with the student giving the win to his teacher, with The Force Of Gravity walking away with the Aqua Belt.
This was fantastic. Everyone had a blast. The only “nitpicks” were changing the order of the Basic Moves to be more in line with the stats as presented. There was a bit of confusion as to “Ok, where’s my Audience stat?” while looking through the moves. The other issues was a typo. On the Anti-Hero sheet, the “Rules? What Rules?” has a “then” that’s missing the N. I’m looking forward to running and playing this again at some point. Thank you Nathan Paoletta !
Google+
We played WWW last week (for reference – I wrote a WWW playtest Nathan shared here:
https://plus.google.com/+NathanPaoletta/posts/6gwFw9PsSyP) and this is more of a feedback question/answer post since the summary of the game was there.
One of the things +Nathan Paoletta asked in my original post was:
I’m really interested in the quasi-GMless structure you used, which sounds very functional, especially when Creative is the less-wrestling-knowledgeable player (for all the playtests so far that I know about, Creative has been a total wrestling nerd). I’ve been worried that this would cause trouble, but it sounds like you guys solved it pretty well.
So I have read the rules, but I was really weak-sauce on the layout of an episode – but I can follow directions ^_~ So in your advice for game 1 you say: discuss story arcs, and write simple plots. And in general GM advice you say: Book for maximum drama.
So after our characters were done I posited to the guys: what’s standard episode layout? So knowing that it’s two hours, I knew I wanted to book ~4-5 matches – which discounting commercial breaks, interviews and the like makes the matches a bit long (they talked about different types of matches, like squash matches) – but we decided to run with it.
The guys explained that usually folks cut promos before they are due to go on stage to build momentum and audience investment, so I had a rough idea of when each person had to have a non-wrestling segment inserted before and after a match. And I personally decided to have one or two ‘off-camera’ moments for folks to discuss their career and build up +Real type of goals and interactions. I asked for a list of ideas of stuff to stick in these segments (promos, interviews which are just excuses for promos, actual locker room stuff, camera placed to record locker room stuff as if it were candid, obvious on-camera Creative talking to wrestlers about goals etc. etc. etc.).
This was my version of ‘draw maps, leave blanks’. The matches were set, but I wanted to be flexible for the surrounding material, because after a good match you might want a post-interview. You might want an off-camera Talent moment (when they’re at +4 audience) demanding a match. You might want to throw curve balls. You might just want something real to have as a downbeat. So I wanted to be able to use these to control player energy and game pacing without being blank when it came time to call for something. So I had my pics list, but was open and flexible, with some ideas about where I could put promos for the general gist of flow.
We also made a list of NTC names we could pull from. Just name, and quick gimmick.
* The Puma. Big cat gimmick. Technical/strength wrestler.
* Fighter Hayabusa. Jobber. Sells hard. Crowd loves him.
Taking a cue from Danger Patrol I did a: LAST SEASON ON World Wide Wrestling! And I had everyone talk about a major highlight from last season. We did two rounds: everyone say one thing about their character, and one thing involving an NTC. Why? Because it’s hard to create stories in a vacuum. Wrestling stories flow into one another. I asked some leading questions to get us started.
“So the WWW version of Wrestlemania just ended. What’s the name of the Big Belt, and who won it? Now, why didn’t they deserve it, and why are the fans upset?”
When we found out that Puma beat the Amazon for the Jungle Belt, and found out that he cheated – we knew he had heel turned. The Veteran wanted to bring honor and justice back to the League. Similarly when we talked about The Condor making his big debut, and wrestling (sometimes in tag, and sometimes just with coaching) from the Baron, I knew that this was his time to get his own legs and shine, so the arc was going to be the split/fight between the Baron and the Condor.
So by doing ‘last season on’ I got a good sense of what this season’s story arcs were going to be.
Next I need to book matches. I knew I wanted to see how the three different match types worked, so I wanted an NTC/NTC matchup, an NTC/Talent matchup, and a Talent/Talent one. I book accordingly, and rank according to Audience. Then I add a tag-team-match so we could talk about that a bit at least. Where I can I match Face to Heel. And we make sure everyone knows roughly the story of the match going in. Just a sentence since it might change due to promos and such.
Then I secretly underlined who I wanted to win. This was the only secret action on my part as Creative. It wasn’t too complicated – we’re early season. We want to get the crowd worked up and invested. I book mostly heels to win, so that folks get that ‘over the top’ storyline as the faces fight back. Book for maximum drama right?
One last note I wanted to give about doing it a bit more GMless – it’s that one thing you can do is have the announcer interpret the die rolls. The players say what they do (moves leading up to the spot, the spot, make the roll, choose their pick and announce) and the announcer will interpret that into the fiction.
When did you announce the booked winner of matches (especially in that final General-Puma match)? Or did you all go into matches already knowing the booking?
I did that later in the match. Usually right as it looked like the face was winning and in control. I wanted to make them really question if they were going to win by breaking Kayfabe, or stick with the call. They knew most of the parameters, except who was going to win going in.
The matches run largely without Creative interference. The players will pass to each other. They collaborate to form the story and technique. The announcer often narrates crowd reaction. The only time I had to step in was usually to make hard moves on misses (which due to momentum don’t happen often). The players and announcers largely work together to run everything. You just have to tell them who wins, throw in a few curve balls (like El Toro running in to pull out the pin), throw in some color with the jumbotron and crowd reactions – and shake things up.
As long as two players aren’t feuding, I was actually comfortable handing someone at the table an NTC for the Talent/NTC matches too. I can always throw curve balls in (adding injuries usually on the NTC side, or problems if I feel like it might make things interesting) but they know what they’re doing, and the player/announcer combo drives the story just fine.
Creative didn’t feel like a hard separation. I didn’t have clocks to push plot, and demand scarcity. Mostly I just called hard moves, came up with storylines, and added some curve balls (largely real relating to future career, and things that might mix up how folks felt outside kayfabe) to keep the players engaged, driven, and anchor the story. So the Co-GMy stuff worked fine for me.
And the flow of Wrestling excitement and knowledge flowed backwards just fine. Watching them mark up and geek out, and play those matches to the hilt was awesome. You could really feel the love.
Ok onto details:
Comments and Suggestions:
Sweet spot in terms of players – This game’s interesting insofar as it seems to want more players rather than fewer. Found the sweet spot to be 2 players wrestling, 1-2 people announcing (I kept finding that I wanted to have a second commentator to bounce ideas or color off of).
Announcer Names at creation – One of the things thrown out as a point is that certain announcers develop personas, styles, catchphrases, things they root for and so on. So establishing an announcer when you make a char is popular. Also introducing who you are as announcing (since heels being jerk guest-announcers is apparently popular, and hilarious when done in game).
Examples – I realize this is a beta, but some examples would go a long way. Some of this is probably unnecessary for die-hard fans (what sort of non-match segments can you have, what sorts of gimmick matches can you have other than tag-teams or big brawls – like the Undertakers Coffin-match) but depending on era, and clarity of memory this might help anyone. I also found that figuring out how the general wrestling move works is a bit hard. Some examples for what is a +work vs +look is tough.
Like ‘the General’ was a veteran, and wanted to do an elbow drop. Couldn’t figure out if this was something Veterans do a lot (gimmick move), if it put anyone in jeopardy (we said no … although most of these might), or if it was just the usual +Work. Might want to have at creation folks write down 2-3 moves they’re well known for (power bombs, elbow drops, piledrivers) so that it’s part of THEIR version of the gimmick for +Look rolls.
Sample Characters and Gimmicks – I wouldn’t mind helping with this, but you could probably use a small stable of characters. For Con play you want to be able to whip up NTCs and a league for folks to play in on short notice. In a stable or at-home game, this will evolve naturally, but when considering if you want to run it zero prep, this would go a long way. We fumbled through it (see old-nintendo wrestling game names) and it was super-fun, but in a tighter 2-hour con slot, I would either have to prep beforehand, or require something like this.
Here’s also some feedback on mechanics:
Stat linking seems wierd – In AW the stats were a reflection of the sorts of scenes characters would spotlight in (hot scenes, hard scenes etc). Here, where there are even fewer hard moves (due to momentum) it’s harder to pin down the sort of things that stats relate to. Real might reflect ‘real’ scenes, but it’s tougher to figure out what’s a ‘look’ scene.
Characters need more questions – there are very few Qs for the characters to start with heat at the beginning, and it feels like they are very hard-set. This becomes further limiting if your’e trying to develop a specific persona (heel/face) that some don’t match, or if your table has more than 4 people at it.
Momentum gain is a feedback loop – Probability on momentum is a bit off. Since 2d6 is a tight percentage, a +1 or -1 can make a huge difference. Once you pick up a little momentum, you can keep spinning it into an infinite pile by playing the odds. +2 is really strong and +3 becomes a monster stat (72% chance you’ll gain at least one momentum) and often it felt like folks would spend a momentum to zero-sum a game, or gain. I’m not sure if you want to lower stats and start with more momentum (audience base), or tweak momentum gain, but this seems like it needs a bit of tweaking.
Momentum as a concept seems pretty solid. In AW hard moves are the sword of damocles, and presumably these folks have a bit more control over their destinies and the show in this setting and won’t have everything fall apart regularly. Moreover, with low stats, you can only really push hard with the crowd on your side (which seems apropos). But hard moves are also a way of moving the story forward. In general getting a 10+ is a termination state (you get everything you want, scene/goal ends). A 6- sets up story/position for more than a few rolls, and 7-9 will give you enough to keep you going, but not enough that the scene is over. Adding plusses will lower the 6- which reduces the amount of moves the GM can make (removing them from the game, and to some extent lowering their agency) and lowers chance and random twists from affecting the story arcs.
I ended up making moves when they got that 6- even if they bought up. It seemed to be ok.
If I may suggest – with things as they stand you may want to think about 12+ effects on moves. Some of the things you keep in the 10 level (+1 Audience) may want to shift up to the advanced success.
Your current game flow seems to be: Start low. Play to your strengths till you can get momentum. Try to ride that into the ring. Play off of your partner and work together to build up a monster quantity, and tag a finisher. Putting certain goals into that 12+ range can play into that momentum build even more.
Audience is too easy – Starting at 2 audience I felt like it would take a few games to reach the top. But it seemed like all of us hit +4 and it was a question of whomever went later would usually cinch the Over for the next game. This feels like it might need a bit of tweaking (maybe look at the status traits in Undying). Feels like you should reset to your starting audience after the show as a whole goes up. Walking into a match with less than 4 heat and working up your heat so you could get your audience was kind of cool.
Also folks after getting the +4 wanted to ride the fame/crowd/position for a moment, and usually would go talk to creative (I made an owner character named Lucy) to demand matches and try to make a case for themselves for next session.
Pins – Was surprised that there were no rules for tap out or forcing a tap-out. There are rules for going into resting holds (albeit no real mechanical effect or suggestion for exit) and pass-offs, but traditionally there are a few attempts at pins with folks bucking the hold. Just seemed interesting there were rules for other conditions, but not pins.
Questions:
+4 match or instance – If I get a +4 audience on a working the crowd, then my opponent does the same – is the ‘both keep +4’ rule in effect on a single roll (same time clause) or single match?
Avg Audience on Groups – If there are any multiple person/tag-team events their audience would immediately move the event to top billing. You should just take the top two in this instance so that single matches could still be the main even (see wrestlemania for example).
ATTN: WWWRPG UNIVERSE
Originally shared by Nathan Paoletta
ATTN: WWWRPG UNIVERSE
As the results of our final Episode last night, the prestigious Pan-Oceanic World Wide Wrestling Championship is to awarded to any wrestler on the roster by FAN VOTE.
If you’ve been tracking my AP reports of this game, you may be familiar with some of the roster, but feel free to vote based simply on name if you’d like!
The list of AP reports is here, for the curious: https://plus.google.com/113171717066139475855/posts/VNMm6PuR9Ec
VOTE IN THE COMMENTS
I will tally the results in a week and award the POW Belt accordingly!
https://plus.google.com/113171717066139475855/posts/VNMm6PuR9Ec