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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Geek Messiah on September 06, 2006, 04:07:06 PM

Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 04:07:06 PM
I am putting together a Wrestling RPG because the ones that are available do not interest me (For various reasons).

   I am going to make the buy-in point based (I know some people dislike it but I do like it) the points will be for the normal stats but also for buying the characters special maneuvers.

    I am looking for input on ways to do this, whether its a good idea and on the idea altogether.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Mcrow on September 06, 2006, 04:48:41 PM
Quote from: Geek MessiahI am putting together a Wrestling RPG because the ones that are available do not interest me (For various reasons).

   I am going to make the buy-in point based (I know some people dislike it but I do like it) the points will be for the normal stats but also for buying the characters special maneuvers.

    I am looking for input on ways to do this, whether its a good idea and on the idea altogether.

First I think you need to decide in the basic mechanics of the game.
John Kim (http://www.darkshire.net/~jhkim/rpg/systemdesign/dice-methods.html) has some great descriptions of the different dice mechanics. Also check out the rest (http://www.darkshire.net/~jhkim/rpg/) of his site as well. Once you have decided on the basic system then we will be more abel to help you.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Vellorian on September 06, 2006, 05:03:52 PM
Since I'm not a wrestling fan by any stretch, I have to admit that I'm somewhat fascinated by this concept.

Would your mechanic be a "blow by blow" account of a wrestling encounter?  Or would it be more abstract in how the career of the wrestler is managed and how the encounters are scripted?  

Personally, I can't imagine anyone having any sort of interest whatsoever, but I feel that way about sports, reality TV and hot dogs, so I obviously do not define success on quite a number of items that are hugely successful financially.  ;)

EDIT: My comment above is not intended to ridicule anyone but myself.  I am simply acknowledging that I do not define the likes and preferences of the world (thank God!). :)
Title: Need Input on a Game Mechanic/Design Idea
Post by: dindenver on September 06, 2006, 05:24:46 PM
Hi!
  I think Ian has touched on a good point. Do you want to play it as if wrestling is real or fake?
  And how much of the mechanics are going to be aimed and rivalries and getting the virtual fans pumped up?
  I think that the only way could  make this game, would be with points-based chargen. The characters in pro wrestling are pretty unique and I don't think you could come up with classes without potentially mocking the genre. Plus these chars change their roles over time, whch is deliberately painful in standard d20 for instance.
  You might want to look at DC Heroes/Blood of heroes for alternate mthods to point-based char gen than gurps. The one thinbg that really makes me think of wrestling from it is the mechanic where you can use your XPs to make desperation recovery rolls.
  I used to love pro wrestling but gave up on it when they let the iron shiek back in after he lost a match that had a life time ban on the line.
  Still it could be an EXCELLANT beer and peanuts game.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 06:53:10 PM
Quote from: McrowFirst I think you need to decide in the basic mechanics of the game.
John Kim (http://www.darkshire.net/~jhkim/rpg/systemdesign/dice-methods.html) has some great descriptions of the different dice mechanics. Also check out the rest (http://www.darkshire.net/~jhkim/rpg/) of his site as well. Once you have decided on the basic system then we will be more abel to help you.

Thank you, I will look at the site and then get back to you on this (Since I really posed the question badly (I realize that after reading it again).
Title: Need Input on a Game Mechanic/Design Idea
Post by: Mcrow on September 06, 2006, 07:06:11 PM
Quote from: Geek MessiahThank you, I will look at the site and then get back to you on this (Since I really posed the question badly (I realize that after reading it again).

No problem, I just want to have an idea where you want to go with it. I'm just not in the business of telling people how their game should be.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 07:08:24 PM
Quote from: VellorianSince I'm not a wrestling fan by any stretch, I have to admit that I'm somewhat fascinated by this concept.

Would your mechanic be a "blow by blow" account of a wrestling encounter?  Or would it be more abstract in how the career of the wrestler is managed and how the encounters are scripted?  

It would be blow by blow and what happens in and outside of the ring.  There would be NPC announcers, Backstage encounters and everything inbetween.

Quote from: VellorianPersonally, I can't imagine anyone having any sort of interest whatsoever, but I feel that way about sports, reality TV and hot dogs, so I obviously do not define success on quite a number of items that are hugely successful financially.  ;)

EDIT: My comment above is not intended to ridicule anyone but myself.  I am simply acknowledging that I do not define the likes and preferences of the world (thank God!). :)

I totally understand what you are saying.   You are not interested, which is cool and I dont take it as ridicule.  :)

There is interest because there are two wrestling games out, one that is a D20 game (Which I am not interested in D20 and I cant see D20 handling it well) and another game which has been out but it seems to concentrate more on wrestling of the past which I am more interested in wrestling of the present.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 07:09:05 PM
Quote from: McrowNo problem, I just want to have an idea where you want to go with it. I'm just not in the business of telling people how their game should be.

So that rumor going around about you is not true?  :D

I kid
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 07:15:03 PM
Quote from: dindenverHi!
  I think Ian has touched on a good point. Do you want to play it as if wrestling is real or fake?

Well as far as the wrestling is concerened it will play it as real (or the play will deal with only the wrestling aspect.   Not what they do after the match

Quote from: dindenverAnd how much of the mechanics are going to be aimed and rivalries and getting the virtual fans pumped up?

Well there will be stats for keeping the fans pumped, but most of the mechanics will be about the action
 
Quote from: dindenverI think that the only way could  make this game, would be with points-based chargen. The characters in pro wrestling are pretty unique and I don't think you could come up with classes without potentially mocking the genre. Plus these chars change their roles over time, whch is deliberately painful in standard d20 for instance.

There is a D20 Wrestling Game "Know Your Role".   I dont do D20 so I am not interested in that game nor doing it D20.   So thats not a problem.

Quote from: dindenverYou might want to look at DC Heroes/Blood of heroes for alternate mthods to point-based char gen than gurps. The one thinbg that really makes me think of wrestling from it is the mechanic where you can use your XPs to make desperation recovery rolls.

I will look into it but I have an idea now on what I want to do for a a game mechanic but nothing is set in stone yet.
 
Quote from: dindenverI used to love pro wrestling but gave up on it when they let the iron shiek back in after he lost a match that had a life time ban on the line.

  Still it could be an EXCELLANT beer and peanuts game.

Thats what I am going for, a beer and peanuts game.
Title: Need Input on a Game Mechanic/Design Idea
Post by: KrakaJak on September 06, 2006, 08:09:10 PM
As a real life Pro-Wrestler I could maybe help make the game more "Realistic". I could explain how some things work, and some of the psychology that goes on in a wrestling match.
 
One of the Mechanics I've heard about that I liked (although haven't actually played) is in the D20 WWE game. It's where cutting in character promo's is a major part of the game. If you cut a better one, you get a little stat boost in the match.
 
I could give you a few ideas. PM me or email me, I'd be happy to help.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 08:40:07 PM
Quote from: KrakaJakAs a real life Pro-Wrestler I could maybe help make the game more "Realistic". I could explain how some things work, and some of the psychology that goes on in a wrestling match.
 
One of the Mechanics I've heard about that I liked (although haven't actually played) is in the D20 WWE game. It's where cutting in character promo's is a major part of the game. If you cut a better one, you get a little stat boost in the match.
 
I could give you a few ideas. PM me or email me, I'd be happy to help.

I would appreciate that.   If the mechanics work well I may use it for the Underground Fighting Game I am also working on.

I am going to figure out what I am going to do and go from there
Title: Need Input on a Game Mechanic/Design Idea
Post by: Blackleaf on September 06, 2006, 09:43:46 PM
Somehow using Rocks, Paper, Scissors during the game seems like it would fit well with the theme more than just rolling dice. Cards that you slam down on the table would be good too. Try and think of other gameplay mechanics that are a bit more physical -- maybe players have to stand up to talk, or the players roll the dice at the same time into a tray so they bash into one another... :)
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 06, 2006, 10:44:01 PM
Quote from: StuartSomehow using Rocks, Paper, Scissors during the game seems like it would fit well with the theme more than just rolling dice. Cards that you slam down on the table would be good too. Try and think of other gameplay mechanics that are a bit more physical -- maybe players have to stand up to talk, or the players roll the dice at the same time into a tray so they bash into one another... :)

I actually have a dice mechanic in mind.    I want it to have an actual system instead of being free form (I am not a fan of free form) so that the randomness will be there.

There will be physical manuvers that will require a roll as well as other actions they perform (Climbing), swaying a crowd, etc.
Title: Ok I have decided
Post by: Geek Messiah on September 08, 2006, 01:15:53 PM
I have decided that it should be stat + app skill or ability + 1d6 to beat a difficulty level if they are trying to do something that is not direct conflict with someone.

   For conflicts where a wrestler is going against another wrestler, each wrestler would roll stat + skill or ability + 1d6.   Each wrestler would get a difficulty level (Example:  The one doing the manuver would get a difficulty level based on how hard the manuver is to pull off for the situation) and the defender would get a difficulty for trying to block the move from happening (Determining factors like the attackers side, where they are located, etc) would come into play.

A 6 on a D6 is an "exploding" die, which means that when you roll a 6 you can roll the d6 again and add the next result to your roll, resulting in better success.

Such as I am going for a punch and I roll a D6 and roll a 6.   I roll again and get another 6.  Because I got a 6 again I roll one more time I get a 3.  So my result from the die roll is 16 (6+6+3) which helps me when trying to throw a punch.

The goal is not just to beat the difficulty, but to beat your difficulty by more then your opponents.

Example:   The Lethal enforcer is taking on The Flying Lizard and The Enforcer wants to grab the Flying Lizard, hold him over his head and then throw him down.

The Flying Lizard is a very small man (clocking in at 5'5").   The Enforcers Stat would be Strength which is 5, the ability for the manuver has a level of +3.   My difficulty because of his size is 15 (difficult).

I roll a D6 and roll a 6.   Because the dice "Explodes" on 6 I roll again and get a 4.   So my total is 18 (5+3+6+4).   I beat my difficulty but 3

The Flying Lizard is trying to avoid being grabbed by the Leathal Enforcer.   The stat that best fits what he is trying to do is Dexterity.   He is very fast and has a Dexterity of 6.   The ability that best fits what he is trying to do has a level of +4.   He has the same amount of difficulty as The Lethal Enforcer (Difficulty of 15).

He rolls the dice and rolls a 6 (which means the dice explode and he can roll again) and then rolls a 1.

His total is 17 (6+4+6+1).   He beats his difficulty but only by two.  Therefor the Lethal Enforcer is able to grab him, hold him about his head head and throw him down as planned.

What do you think?
Title: Need Input on a Game Mechanic/Design Idea
Post by: Mcrow on September 08, 2006, 01:29:34 PM
what are the stat ranges going to be?

It seems the die mechanic you works, but that also depends on the stat ranges.

If the stat ranges are 1-10 or higher it works with a d6 but if they are less that 1-10 then you start having little difference between skill levels.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 08, 2006, 02:11:32 PM
Quote from: Mcrowwhat are the stat ranges going to be?

It seems the die mechanic you works, but that also depends on the stat ranges.

If the stat ranges are 1-10 or higher it works with a d6 but if they are less that 1-10 then you start having little difference between skill levels.

I was thinking of the stats being 1-10 and the skills/abilities being between +1 and +5

I am working the kinks out but thats what I have for now
Title: Need Input on a Game Mechanic/Design Idea
Post by: KrakaJak on September 08, 2006, 02:36:55 PM
Quote from: Geek MessiahI was thinking of the stats being 1-10 and the skills/abilities being between +1 and +5

I am working the kinks out but thats what I have for now
Maybe have skills run from -5 through +5.
That way if you can have a guy who is quick but terrible at/scared of High Flying. Or a guy who isn't very strong, but has an awesome Body Slam.
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 08, 2006, 03:28:15 PM
Quote from: KrakaJakMaybe have skills run from -5 through +5.
That way if you can have a guy who is quick but terrible at/scared of High Flying. Or a guy who isn't very strong, but has an awesome Body Slam.

That's a very good idea.   If they take a negative should they gain points to use elsewhere?   (Like maybe use it as a disadvantage type deal)?
Title: Need Input on a Game Mechanic/Design Idea
Post by: KrakaJak on September 08, 2006, 05:20:47 PM
Quote from: Geek MessiahThat's a very good idea.   If they take a negative should they gain points to use elsewhere?   (Like maybe use it as a disadvantage type deal)?
That would be a tool of character creation and game balance.
I've made a few homebrew games. The trick is to come up with you basic system, which you have (moifier + d6 vs. Target number).
So the question becomes, how do you make those little bits of simple math simulate a Pro Wrestling match? You do that with your modifiers.
You have Basic Stat and Skill as modifiers. You could have environment positioning as modifers (outside the ring, indside the ring, in the crowd, through a table, behind the refs back, etc.).
 
 
Questions: How do you plan on simulating the flow of a match? Too many vodeogames and wrestling games don't do this well at all. The back and forth control between the wrestlers is a major part of an exciting match.
How do you plan on building up finishers? How do you plan on using them? Making sure A. they feel like finishers and B.happen at the end of a match.
Pinfalls and Submissions. How will these work?
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 11, 2006, 11:31:53 AM
Quote from: KrakaJakThat would be a tool of character creation and game balance. I've made a few homebrew games. The trick is to come up with you basic system, which you have (moifier + d6 vs. Target number).
So the question becomes, how do you make those little bits of simple math simulate a Pro Wrestling match? You do that with your modifiers.
You have Basic Stat and Skill as modifiers. You could have environment positioning as modifers (outside the ring, indside the ring, in the crowd, through a table, behind the refs back, etc.).

Well I am going to have the enviroment play a part in any modifiers, making things more difficult or easier to perform.
 
Quote from: KrakaJakQuestions: How do you plan on simulating the flow of a match? Too many videogames and wrestling games don't do this well at all. The back and forth control between the wrestlers is a major part of an exciting match.  How do you plan on building up finishers? How do you plan on using them? Making sure A. they feel like finishers and B.happen at the end of a match.  Pinfalls and Submissions. How will these work?

This is something I am going to have to work out.  Because The GM would have to control any NPC's, do the commentary and anything else the players aren't taking care of.

I plan to make the game more then "in the ring wrestling".   I plan to include the backstage taunting, interruptions, etc.

There will be cage matches, table matches and much more.   So it's going to be more then just "two guys beating each other up in the ring".

If you have any ideas please let me know
Title: Need Input on a Game Mechanic/Design Idea
Post by: dindenver on September 12, 2006, 04:28:21 PM
Hi!
  Here's an idea:
1) That there are maneuvers, and they have real mechanical effects
2) Every round of fighting, players pick both their offensive maneuver and defensive maneuver. This will simulate the important concept of counters in wrestling, you know?
Title: Need Input on a Game Mechanic/Design Idea
Post by: Geek Messiah on September 14, 2006, 09:53:40 AM
Quote from: dindenverHi!
  Here's an idea:
1) That there are maneuvers, and they have real mechanical effects
2) Every round of fighting, players pick both their offensive maneuver and defensive maneuver. This will simulate the important concept of counters in wrestling, you know?

So if I am reading this correctly the person attacking chooses their move and the person defending chooses their move?

If that is what you are getting at it's not a bad idea, pretty good in fact.
Title: Need Input on a Game Mechanic/Design Idea
Post by: KrakaJak on September 14, 2006, 01:17:53 PM
Here's My quick idea for a pretty decent Skill/Move mechanic. This is pretty simple beer and pretzel stuff.

Pick 4 Skills ranked 1-4
 
Power
Technique
Quickness
High-Flying
Cheat
Brawl
 
Then you pick 5 moves ranked 1-5 for each Stat which have a 2 different defenses (Stat derived)
 
So power could look like this:
 
Power (3)
 
Power Bomb (5)[Quickness/HighFlying]
Gorilla press (4) [Quickness/Cheat]
Vertical Suplex (3) [Quickness/Technique]
Scoop Slam (2) [Technique/Brawl]
Test of Strength (1) [Power/Cheat]
 
 
Now... to the rules:
 
Whoever cuts the best in-character promo before the match gets the first move.
 
The attacker get to roll [skill+move+d6], the defender gets to roll [counter skill+d6]. If the attacker wins he gets +1 to his Pop (or Heat for heels) and gets to try another move. The Pop/Heat is a modifier for the finisher (which comes later). If the defender wins he counters, takes control and gets to attempt his own move.
 
You can only do a successful move once.
 
Finishers get no Skill/Move Modifiers, only pop/heat. So if you heat is 8 you have +8 on you Finisher. However, the person gets to try to counter with another move (including his own finisher), not just a counter. So the counter move is either skill+move or his pop/heat mofier.
 
If you do your finisher succesfully, you win the match.
 
I would apply a positioning move as a repeatable standard move +6 that doesn't raise heat, it can be countered with any skill of the defenders choosing (ie his top skill @ +4 unless he chooses another). These apply a small positive and negative modifier to certain skill types.
 
Center of the ring (+1 to technique/-1 to cheat)
On the Mat (+1 to high flying/-1 to Brawl)
In the Turnbuckle (+1 to Brawl/-1 to Quickness)
To the Floor (+1 to Cheat/-1 to technique)
On the Ramp (+1 to Power/-1 to High Flying)
 
Just an idea. I'm trying to keep things simple. What do you guys think?