Post by roninnoir on Apr 23, 2009 0:19:26 GMT -5
While pondering the idea of doing multiple feds, I was pondering roster management. How do I fairly disburse guys? How do I prevent myself from handicapping one fed or another? Here is what I came up with...feel free to use, or not, as you like. Me, I like charts.
At the end of a predetermined period (once a month, once a week, after a supercard, however often you hold them, etc), roll for each fed to determine if they lose any wrestlers. How do you determine that? Count up the roster (you decide if you want managers and women to count for this) and roll 1 die:
If your roster is:
1-19: Lose wrestlers only on 1, subtract 2 from the roll to see how many you lose, minimum 1.
20-29: Lose wrestlers on 2 or less, subtract 1 to see how many you lose, minimum 1.
31-39: Lose wrestlers on 3 or less, roll 1d6 to see how many.
41-49: Lose wrestlers on 4 or less, add 1 to roll to see how many.
50+: Lose wrestlers on 5 or less, add 2 to roll to see how many.
If you are going to lose wrestlers, roll 1 die and apply the specified modifier. The larger the roster, the more likely you are to lose more wrestlers. These rules are designed to keep feds at a manageable level.
To help determine who you lose, I have included a second chart. Roll on it for each wrestler you are losing.
Roll 2d6
Note: In any situation, if you are losing two or more wrestlers this cycle, feel free to substitute a tag team for a singles wrestler and use that to take up two of your exiting wrestler results.
2 Lose a champion! One of your champions has decided to part ways with the company! Roll 1 die: 1- Your heavyweight champion has given notice! 2-3: One half of your tag team champions has decided to head for greener pastures! Roll randomly or pick the exiting wrestler. You can either let the remaining wrestler pick a new partner or vacate the belts, your choice. 4: BOTH of your tag team champions wanna go! 5-6: Your secondary champion quits! Regardless of the result, use the Advanced Injury chart to modify their stats, don't give them any interference or PIN saves, and give them one last defense so they can go out on their backs!
3 Someone that just won a bit match leaves the company! Roll again, on a 4-6 they give notice. Book them in a match and use the injury chart to modify their stats so you can "job them out".
4 The highest ranking non-champion(s) leave the company! Roll to see if they give notice. On a 4-6, they do.
5 A top contender, perhaps frustrated that they aren't getting opportunities or upset that they can't win a belt, leave the company. Roll 1 die: On a four or five, it's half of a top tag team, on a 6 it's an entire tag team! Roll for notice as above.
6-8 You decide who's gone, promoter!
9 A struggling undercard wrestler opts to leave the company. Roll 1 die, on a 5-6, they give notice.
10 You sack the lowest ranking guy in the fed.
11 Someone that just lost a big match decides that's his swan song!
12 One of your champions walks out, without notice! Roll 1 die: 1 - Your heavyweight champion walks, perhaps taking the title belt with him! Imagine what happens if he shows up in another fed carrying the belt! 2-3 One half of your tag champions abandons his parter! You decide how to let the remaining partner handle the situation! 4 BOTH of your tag team champions are done! 5-6 Your secondary champion decides he's being held back and vacates the title!
It is highly recommended that you handle all exits before you do entries, especially if you do all your feds at once, because this frees up exiting wrestlers to jump straight to a competing fed.
To sign new wrestlers, roll 1 die and check your roster size:
If your roster is:
1-19: Gain wrestlers on 2 or better, add 2 from the roll to see how many you gain.
20-29: Gain wrestlers on 3 or better, add 1 to see how many you gain.
31-39: Gain wrestlers on 3 or better, roll 1d6 to see how many.
41-49: Gain wrestlers on 4 or better, subtract 1 to roll to see how many, minimum 1.
50+: Gain wrestlers on 5 or better, subtract 2 to roll to see how many, minimum 1.
When gaining wrestlers, roll on this chart for each incoming roster pick. After rolling on the chart, roll both dice...on a "2" or "12", you can steal a wrestler from a rival fed's roster that fulfills the criteria of the chart selection! Also, any time you roll on the chart and have two or more slots remaining, feel free to substitute a tag team in place of a singles wrestler.
2 A heavyweight champion, former or current, signs with the company! It should be someone with a history with your heavyweight champion if possible! The arriving champion(s) request (respectfully or not, you decide) a title match on the next supercard! Roll 1 die: 1-3 The champion (or authority figure) grants the match! 4-5 A top contender in the fed takes issue with the arriving champion(s) getting such treament and challenges them instead! 6 The new arrival doesn't get a title shot, but does get made the Special Referee for the next World title match! You decide whether he wants to help the champ or screw him over!
3 A top heel gets a surprise! 1-3 An old enemy of the heel has arrived in the company, seeking to settle old scores! 4-6 It's an old friend of the heel! You can decide if he's come to praise his old partner in crime, or to bury him!
4 A successful, albeit cheating, title holder (from another fed or your fed's past) signs with the company. You decide if he's come flaunting his record or if he wants to turn over a new leaf.
5 A brutal heel with a notorious reputation arrives! Decide how he fits into the current heel power structure! Maybe he's a hired gun for your top bad guy, or maybe he has a problem with the current heels and wants to be the big dog!
6-8 Your choice, promoter!
9 A popular wrestler with a strong following signs with the company! This could a death-defying high-flyer, a brilliant technical wrestler or a rowdy brawler!
10 A well decorated fan favorite announces his arrival! You decide if he's here to fight for the side of right, or if his lust for gold has corrupted him!
11 A top face gets a surprise! 1-3 An old friend arrives! You decide if they want to renew old partnerships, or if they're jealous of their friend's success! 4-6 An old enemy debuts! You decide if the new arrival is still holding a grudge, or if they want to bury the hatchet!
12 A heavyweight champion or champion(s) enters the company, demanding a crack at the current champion(s)! This shouldn't be someone with a strong history with your champion(s)...in fact, if possible, it should be a "dream match"! Book it, Promoter!!
At the end of a predetermined period (once a month, once a week, after a supercard, however often you hold them, etc), roll for each fed to determine if they lose any wrestlers. How do you determine that? Count up the roster (you decide if you want managers and women to count for this) and roll 1 die:
If your roster is:
1-19: Lose wrestlers only on 1, subtract 2 from the roll to see how many you lose, minimum 1.
20-29: Lose wrestlers on 2 or less, subtract 1 to see how many you lose, minimum 1.
31-39: Lose wrestlers on 3 or less, roll 1d6 to see how many.
41-49: Lose wrestlers on 4 or less, add 1 to roll to see how many.
50+: Lose wrestlers on 5 or less, add 2 to roll to see how many.
If you are going to lose wrestlers, roll 1 die and apply the specified modifier. The larger the roster, the more likely you are to lose more wrestlers. These rules are designed to keep feds at a manageable level.
To help determine who you lose, I have included a second chart. Roll on it for each wrestler you are losing.
Roll 2d6
Note: In any situation, if you are losing two or more wrestlers this cycle, feel free to substitute a tag team for a singles wrestler and use that to take up two of your exiting wrestler results.
2 Lose a champion! One of your champions has decided to part ways with the company! Roll 1 die: 1- Your heavyweight champion has given notice! 2-3: One half of your tag team champions has decided to head for greener pastures! Roll randomly or pick the exiting wrestler. You can either let the remaining wrestler pick a new partner or vacate the belts, your choice. 4: BOTH of your tag team champions wanna go! 5-6: Your secondary champion quits! Regardless of the result, use the Advanced Injury chart to modify their stats, don't give them any interference or PIN saves, and give them one last defense so they can go out on their backs!
3 Someone that just won a bit match leaves the company! Roll again, on a 4-6 they give notice. Book them in a match and use the injury chart to modify their stats so you can "job them out".
4 The highest ranking non-champion(s) leave the company! Roll to see if they give notice. On a 4-6, they do.
5 A top contender, perhaps frustrated that they aren't getting opportunities or upset that they can't win a belt, leave the company. Roll 1 die: On a four or five, it's half of a top tag team, on a 6 it's an entire tag team! Roll for notice as above.
6-8 You decide who's gone, promoter!
9 A struggling undercard wrestler opts to leave the company. Roll 1 die, on a 5-6, they give notice.
10 You sack the lowest ranking guy in the fed.
11 Someone that just lost a big match decides that's his swan song!
12 One of your champions walks out, without notice! Roll 1 die: 1 - Your heavyweight champion walks, perhaps taking the title belt with him! Imagine what happens if he shows up in another fed carrying the belt! 2-3 One half of your tag champions abandons his parter! You decide how to let the remaining partner handle the situation! 4 BOTH of your tag team champions are done! 5-6 Your secondary champion decides he's being held back and vacates the title!
It is highly recommended that you handle all exits before you do entries, especially if you do all your feds at once, because this frees up exiting wrestlers to jump straight to a competing fed.
To sign new wrestlers, roll 1 die and check your roster size:
If your roster is:
1-19: Gain wrestlers on 2 or better, add 2 from the roll to see how many you gain.
20-29: Gain wrestlers on 3 or better, add 1 to see how many you gain.
31-39: Gain wrestlers on 3 or better, roll 1d6 to see how many.
41-49: Gain wrestlers on 4 or better, subtract 1 to roll to see how many, minimum 1.
50+: Gain wrestlers on 5 or better, subtract 2 to roll to see how many, minimum 1.
When gaining wrestlers, roll on this chart for each incoming roster pick. After rolling on the chart, roll both dice...on a "2" or "12", you can steal a wrestler from a rival fed's roster that fulfills the criteria of the chart selection! Also, any time you roll on the chart and have two or more slots remaining, feel free to substitute a tag team in place of a singles wrestler.
2 A heavyweight champion, former or current, signs with the company! It should be someone with a history with your heavyweight champion if possible! The arriving champion(s) request (respectfully or not, you decide) a title match on the next supercard! Roll 1 die: 1-3 The champion (or authority figure) grants the match! 4-5 A top contender in the fed takes issue with the arriving champion(s) getting such treament and challenges them instead! 6 The new arrival doesn't get a title shot, but does get made the Special Referee for the next World title match! You decide whether he wants to help the champ or screw him over!
3 A top heel gets a surprise! 1-3 An old enemy of the heel has arrived in the company, seeking to settle old scores! 4-6 It's an old friend of the heel! You can decide if he's come to praise his old partner in crime, or to bury him!
4 A successful, albeit cheating, title holder (from another fed or your fed's past) signs with the company. You decide if he's come flaunting his record or if he wants to turn over a new leaf.
5 A brutal heel with a notorious reputation arrives! Decide how he fits into the current heel power structure! Maybe he's a hired gun for your top bad guy, or maybe he has a problem with the current heels and wants to be the big dog!
6-8 Your choice, promoter!
9 A popular wrestler with a strong following signs with the company! This could a death-defying high-flyer, a brilliant technical wrestler or a rowdy brawler!
10 A well decorated fan favorite announces his arrival! You decide if he's here to fight for the side of right, or if his lust for gold has corrupted him!
11 A top face gets a surprise! 1-3 An old friend arrives! You decide if they want to renew old partnerships, or if they're jealous of their friend's success! 4-6 An old enemy debuts! You decide if the new arrival is still holding a grudge, or if they want to bury the hatchet!
12 A heavyweight champion or champion(s) enters the company, demanding a crack at the current champion(s)! This shouldn't be someone with a strong history with your champion(s)...in fact, if possible, it should be a "dream match"! Book it, Promoter!!