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Post by LWPD on Feb 20, 2008 20:13:12 GMT -5
Credit Coheed
Tables, Ladders & Chairs
This match can be used in singles, tag or triple threat matches. When you roll on any chart situation roll one die.If you are pinned assume you climbed a ladder and grabbed the gold! “You” refers to the person on offense. 1 or 4 roll on chair chart. 2 or 5 roll on tables chart. 3 or 6 roll on ladders chart.
Chair Chart
2-You go outside to grab a table but as you turn around the opponent throws a chair at you wrapping it around your head! You go down hard. The opponent goes for the ladder. Roll on the Ladder chart.
3-You grab a chair and smash the opponent over the head bending the chair! The opponent is bleeding and in trouble. Add 1 to pin. Opponent roles on level 3 offense.
4-You put the chair on the opponents face in the corner. Getting a full head or steam you baseball slide into the opponents face! Roll again on this chart or level 3 offense.
5-You and the opponent both have chairs and start dueling with them. The wrestler with the better power rating kicks the other in the midsection and smashes the chair over the opponents back. Roll again on this chart or level 3 offense.
6-You close a chair on the opponents leg and smash it with another chair! Ouch. Roll on level 3 offense.
7-You pick up a chair but the opponent is waiting for you! As you turn around you are viciously attacked by the opponent. You are down and in trouble. The opponent sets up a table! Roll on tables chart.
8-You set the opponent in the corner. Grabbing a chair you take a running start and dropkick a chair into the opponents face! The opponent is bloody and in trouble. Roll on level 3 offense.
9-As you grab a chair the opponent grabs a ladder and rams you in the gut with it. Roll on the ladders chart.
10-You work the opponent over with a chair beating him to a bloody pulp! The opponent is lifeless and in trouble. Add 1 to the opponents pin rating and roll on level 3 offense.
11-You use one of your signature moves on the opponent using a chair! Add 1 to the opponent’s pin and roll again on this chart.
12- You wrap the chair around the opponents head and climb to the top rope. You jump off the rope with a vicious leg drop almost decapitating the opponent! Add 2 to the opponents pin rating and roll pin.
Tables Chart
2- You set the opponent on a table outside the ring. You go back in the ring and climb a ladder. When you get to the top you dive off with a huge leg drop. If your agility is the same or better then the opponent you connect and break the table! Add 1 to the opponents pin rating and roll on this chart or level 3 offense. If it’s worse the opponent moves and you crash threw the table! Roll on level 3 defense and add 1 to your pin.
3- You set up a table in the corner but as you turn around you are speared threw the table by the opponent! Opponent rolls on level 3 offense.
4-You suplex a table onto a downed opponent. Roll again on this chart.
5-You set up a table in the middle of the ring and go for a power bomb! If your power rating is the same or better you execute a monster power bomb threw the table! Roll on level 3 offense. If it’s worse the opponent back body drops you onto the table, picks up a chair and whales you with it! Roll on chair chart
6-You whip the opponent into a table stood up in the corner sending him crashing threw it! Roll on level 3 offense
7-You stand a table in the middle of the ring. You set the opponent on the turnbuckle planning to superplex him threw it! If your power rating is the same or better then it works! Add 1 to the opponents pin rating. If his is better he reverses the move and sends you threw the table! Add 1 to your pin and roll pin!
8-You ram the opponents head repeatedly into a table leaving him a bloody mess. If Opponent was already bleeding add 1 to your pin rating and roll again on this chart or level 3 offense.
9-You use one of your specialty moves on the table sending both of you threw it! Roll on level 3 offense.
10- You and the opponent are fighting on top of a table. Roll one die to see who wins odd- you. Even-opponent. Whoever wins the brawl DDT’s, pile drives, or pedigrees the other threw the table (your pick) Roll on level 3 offense.
11-You set the opponent on top of the table and climb the ladder with a chair in hand! You jump off the ladder with a leg drop with the chair (Arabian face buster) driving the opponent threw the table! Add two to the opponents pin rating and roll pin.
12-You start to climb the ladder for the belt. As you reach the top the opponent tips the ladder over sending you over the ropes and crashing threw a table! Add 2 to your pin rating Opponent rolls on level 3 offense, chairs, ladders, or table chart! Your pick.
Ladders Chart
2- You climb the ladder for the win but the opponent recovers knocking you off the ladder out of the ring and onto the floor! You are badly hurt. The opponent now trys to climb the ladder for the title! You roll your pin. If no pin you miraculously stop the opponent. Opponent rolls on level 3
3-You use the ladder as a battering ram hitting the opponent in the face and splitting him open. If this is rolled again add 1 to the opponents pin rating. Roll on this chart again or level 3 offense.
4-You catapult the opponent into a ladder standing in the corner. Roll on this chart again or level 3 offense.
5-You try to suplex the opponent onto a ladder. It works if your power is the same or lower than the opponent. If it’s higher the opponent reverses the move. Roll on level 3 offense or this chart.
6-As you set up a table in the ring the opponent grabs a ladder and rams you in the stomach. The opponent sets you up on the table. Roll on table chart.
7-You place a ladder on top of a downed opponent. You climb the ropes and jump off with a splash, moonsault, or frog splash (your choice). The opponent may move. If your agility is the same or lower you hit the move! Add 1 to the opponents pin rating. If the opponent is better he moves and you crash onto the table. Add one to your pin rating. Roll on level 3 offense.
8-You dive off the ladder with a huge elbow to the opponent. Roll on this chart again or level 3 offense.
9-You try to climb the ladder for the belt but the opponent grabs another ladder from under the ring and rams it into the ladder you’re on knocking you off and leaving you hurt. Opponent rolls on level 3 offense.
10- You try to climb the ladder to grab the belt but the opponent dives off the turnbuckle nailing you with a chair to the back! You fall off the ladder and are hurt. Opponent rolls on this chart or level 3 offense.
11-Both you and the opponent are climbing opposite sides of the ladders and start fighting at the top! Roll one die. 1 or 4 you suplex the opponent off the ladder threw a table! Add one to the opponents pin rating. Roll opponents pin. 2 or 5 the opponent choke slams you off and you land on top of a chair! Add one to your pin rating Roll your pin. 6 Both of you are trading punches rocking the ladders back and forth till one tips over onto the other! Opponent with the better pin rating rolls on level 3 offense.
12-You choke slam the opponent threw a table at ringside. Sensing victory you try to climb the ladder and grab the belt. Opponent rolls pin. If no pin the opponent stops you from climbing the ladder. Roll on level 3 offense
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Post by LWPD on Feb 20, 2008 20:14:00 GMT -5
Credit Brandon Strevel
Tag Out of the Ring Chart
Use this chart when Tables “R” Us wrestles a match, or any team that will resort to “Hard-Core” Antics inside the ring. When the opponent is tossed out of the ring or the opponent leaves the ring on an (lv) option, roll on the following chart. YOU refers to the wrestler on offense.
2-3 : You partner slides a section of the guardrail into the ring, and you go to work hot shoting the opponent onto it! The opponent gasps for breath as you scoop him up and deliver a piledriver onto the rail busting him open! ROLL ON LEVEL 2 OFFENSE.
4 : You set up a table at ringside and then slam the opponent onto it. You then mount the ring apron with a steel chair in hand and scale the ropes hitting a devastating chair first elbow drop through the table! ROLL ON LEVEL 3 OFFENSE!
5 : You and the opponent fight your way over to the stage area. You finally get the upperhand and plant the opponent with a DDT, laying him out. You then find yourself a folding table and set it up next to the stage. You haul the opponent up onto the stage and go fetch a ladder. You set it up and climb to the top, and take hold of the opponent and try to bring him onto the ladder. But the opponent fights back and pushes the ladder over sending you crashing down through the table to the floor below! The crowd pops big time and begins a “Holy Shit’ chant that rocks the arena. ROLL ON LEVEL 3 OFFENSE.
6 : You drop the opponent with a clothesline, and your opponent slides you in a steel chair! You take to the steel chair and as the opponent rises to his feet you plant him with a STIFF CHAIRSHOT!!! The opponent slumps to the mat with the chair wrapped around his neck! You pull the chair from around the opponents head and scoop him up and hit your finisher onto the chair! ROLL OPPONENT’S PIN PLUS YOUR FINISHER!
7-8 : Your partner slides a ladder into the ring, and the crowd pops like mad. You bridge the ladder in the corner on the second rope. You then pull the opponent to the top rope, so as you are directly above the ladder. You then leap off the top rope with a power bomb sending the opponent head first onto the steel ladder!!! The opponent is hurt and busted up, you go for the kill. ROLL ON LEVEL 3 OFFENSE.
9 : You take the section of guardrail and lean it up in the corner! You then haul the opponent up and hit a running power bomb onto the guardrail! The opponent’s head hits the railing and is busted open! The opponent is juicing as you and your partner hit the ring and lay on a double team. The opponent’s partner hits the ring and a wild brawl erupts. Roll for initiative. Winner rolls on Level 2 offense.
10 : Your opponent gets the crowd worked up and they begin to toss chairs into the ring! Soon there are 7 or 8 chairs scattered in the ring, and you pick one up, as does your opponent! You and the opponent begin to dual with the chairs. The opponent is able to catch you in the gut with the chair and then dropkick your chair into your face! The opponent then piles up the chairs and hauls you to the top rope, where he hits a top rope tombstone piledriver onto the steel chairs! The crowd pops as you then lay one of the chairs over the opponents face and again ascend the ropes and hit a top rope leg drop onto the chair!! OPPONENT ROLLS ON LEVEL 3 OFFENSE!
11 - 12 : Your partner slides a table into the ring and you set it up. Your partner hits the ring and takes a sac of ten penny nails and dumps them onto the table. You spread them out across the table before then grabbing the opponent and slamming him onto the table! He cringes in pain as the nails pierce his back! His partner rushes into the ring to help, but gets leveled by your Partner! You partner then scoops up the opponent and you and your partner hit a double power bomb onto the opponent onto his partner! The crowd pops as both crash to the floor! The opponent’s partner rolls out of the ring as the opponent rolls around on the mat in pain! The Nails have bloodied his back and he is hurting. You then cover the Opponent! Roll Opponent’s pin.
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Post by LWPD on Feb 20, 2008 20:15:43 GMT -5
Credit Big Bri
Tag Team System
I've collected these from various promoters over time, although I didn't keep track of what I got from who so I'm unable to give credit where credit is due. So, if you see something that you came up with, I thank you for improving my playing experience.
TAG TEAM RULES
First of all, you need to determine what category the team falls in. Look at the following chart:
CATEGORY D (0-10 Matches) Defensive Tag: 4 (need to roll a 4 or lower to make a succesful defensive tag) Offensive Tag: 9 (need to roll a 9 or lower to make a successful offensive tag. If unsuccessful, roll on same offensive level again) Pin Saves: 0 Double Team: Add 2 to all Double Team Chart rolls
CATEGORY C (11-30 Matches) Defensive Tag: 5 Offensive Tag: 10 Pin Saves: 1 Double Team: Add 1
CATEGORY B (31-60 Matches) Defensive Tag: 6 Offensive Tag: 11 Pin Saves: 2 Double Team: No Change
CATEGORY A (61 Matches & Up) Defensive Tag: 7 Offensive Tag: Whenever You'd Like Pin Saves: 2 Double Team: -1 from all Double Team Chart rolls
This system simulates a teams improvement as they spend more time in the ring together. When a new team is formed, add the total number of (tag) options on both partners’ cards to get the starting match total. This the official number that will be used to determine the category from this point forward.
PIN SAVES, INTERFERNCE, DISTRACTIONS
-These only come into play when a wrestler has to roll a PIN rating of 5 or higher (6 for babyfaces)
-If a wrestler is appearing in someone’s corner, his Distractor Rating is automatically 5.
-A team may attempt 1 distraction, 1 interference, and no more than 2 Pin Saves per match/fall (depending on what category the team is in).
RECOVERING FATIGUE
-Whenever a tag team partner is on the apron waiting to be tagged in, he may recover any added fatigue PIN tokens on him. Each time there's an unsuccessful PIN attempt on his partner (in which one token is added to his PIN, even if a successful Pin Save is made), 1 fatigue token may be subtracted from the outside wrestler's PIN Rating until his original PIN Rating is reached.
SPECIAL SINGLES & TAG MOVES
-A move on offense followed by “tag” means the move only works in tag team matches. If the wrestler is in a singles match and you roll a “tag” move, roll again. If you roll the same move again, assume that your opponent reversed/countered whatever you were trying to do and he takes over on whatever offensive level you were on. This works the same way with “sing” (singles) moves and tag team matches.
TAGGING OUT ON DEFENSE
-No matter what category your team is in, if you roll a 12 while trying to tag out on Defense, your partner comes in at Level 2 Offense.
-Also, if you roll a 2 while trying to tag out on Defense, your next attempt to tag out on Defense will be at +1 to the dice roll.
-If you are DOWN and try to make a defensive tag, subtract 1 from the roll
FACE HOT TAG
-This allows a face tag team to come in with a vengeance ONCE per match (or fall if it’s a multi-fall match). Take the number of fatigue tokens a wrestler has received since the last tag and when he finally gets to tag in his partner, add that number to ALL of his normal rolls on Offense until the heel team regains control. (example: 1 becomes 3, 2 becomes 4, etc.). 6 is still the highest roll possible.
HEEL DEVASTATION
-Heels are allowed to cheat for a devastating double team ONCE per match (or fall if it’s a multi-fall match). For this rule, the heel team makes use of a distracted referee to destroy the face. Under this scenario, the heel team tempts the face partner into the ring. The referee tries to get the face back into his corner. In the meantime, the heel team hits a double team on the face. This double team is at –2 to the double team number above. Also, the face partner, who has just left the ring, doesn’t get to use a PIN save or interference afterward.
DEAD MAN’S TAG RULE
-If somehow a wrestler reaches a pin rating of 12 or higher, & finds a way to tag out, he is considered "knocked out" for the remainder of the match. The "dead man" is now unconscious on the floor, unable to either tag back in, interfere, or attempt pin saves. The match, from this point on, is a two on one situation. If a tag finisher is rolled, assume that it is some form of pin attempt (Example: roll-up, backslide (Add 0 & roll pin, Add 1 if unsuccessful)). In other words, the "dead man" is incapable of assisting in any form of double team move.
MULTI-FALL MATCHES
-When changing falls, the winning team starts on Level 2 Offense. The choice of which member of the winning team starts is optional. The losing teams pinned wrestler must start the next fall. All fatigue tokens are carried forward throughout the course of a multi-fall match, although 1 fatigue token is subtracted between falls to simulate a one-minute "rest period".
ELIMINATION MATCHES
-After a fall has been scored, roll 1 die:
1: The new wrestler charges at the current wrestler, but the current wrestler surprisingly takes the new wrestler down/blocks the charge/etc. and takes over on Level 2 Offense.
2: The new wrestler enters and locks up with the current wrestler. The current wrestler takes over on Level 1 Offense.
3-5: The new wrestler enters and locks up with the current wrestler. The new wrestler takes over on Level 1 Offense.
6: The new wrestler charges at the current wrestler, knocks him down to the canvas, and takes over on Level 2 Offense.
*All fatigue ratings are carried forward throughout the course of an elimination match.
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Post by LWPD on Feb 20, 2008 20:18:48 GMT -5
Credit zanysteve
Tex-Arkana Television Title Matches
Larry Sweeney never defends his Tex-Arkana TV title without his Sweet N Sour Inc members at ringside.
1.Larry Sweeney uses CAGE rating! 2.Opponent uses PIN rating (regular pin rating)! 3.Larry is allowed TWO Outside Interference attempts : 1 Wrestler Interference , & 1 Group Interference! 4.If Larry happens to be the challenger , he can win the title on a DQ or Count-Out! 5.Any time Larry is thrown Out Of The Ring or Leaves the ring , roll on the Sweeney Out Of Ring Chart
SWEENEY OUT OF RING CHART - 2: The Opponent grabs a chair and starts hitting th Sweet N Sour Inc members at ringside. THE OPPONENT ROLLS DQ:7! If No DQ , Sweeney adds +1 and opponent rolls on l.3 Offense ______________ 3.A Sweet N Sour Inc member attacks the the opponent! SWEENEY ROLLS DQ:5 If no No DQ , the opponent adds +1 and Larry rolls on Level 3 Offense ___________ 4.As Sweeney distracts the ref , Sweet N Sour attack the opponent with a double team move. The Opponent adds +1 and Larry rolls on Level 3 Offense _______ 5.Larry hides behind his Sweet N Sour and gets a breather.The referee starts the out of ring count.Larry just slides into the ring in time. The Opponent rolls on Level 1 Offense! _____ 6-7.Larry's' Opponent grabs him by the hair and pulls him back into the ring!! The Opponent rolls on Level 3 Offense!!! ______ 8-9. Sweeney uses his stable mates to get in a breather.The referee makes a fast out of ring count and Sweeney barely makes it inside. The Opponent rolls on Level 2 Offense!! _______ 10. As Larry distracts the ref , Sweet N Sour members attack opponent and then toss the sucker back into the ring. The Opponent adds +1 and a weary Larry rolls on Level 2 Offense !! ______ 11. Sweet N Sour members attack the opponent with objects..did the ref see it? SWEENEY ROLLS DQ:5 If No DQ , The Opponent adds +2 to rating , and a menacing Larry rolls on Level 3 offense !!! ____ 12.All hell breaks loose as Sweet N Sour members blatantly attack the opponent! AUTO DQ !! SWEET N SOUR INC THE DECIDE TO TAKE CARE OF BUSINESS AND INJURE THE OPPONENT!!! Roll on The TCOB Attack chart ===================
TCOB ATTACK CHART ____ 2-3.Sweet N Sour Inc decide to teach this punk a lesson. THE OPPONENT ROLLS TWO DICE FOR INJURY (MINIMUM 6 CARDS) ONE SWEET N SOUR MEMBER GETS SUSPENDED 1-6 CARDS! _________ 4-6.Sweet N Sour attack the opponent and the opponent feels the pain of TCOB ! THE OPPONENT ROLLS ONE DIE FOR INJURY _______ 7-9.Sweet N Sour are only able to injure the opponent slightly! THE LUCKY OPPONENT IS ONLY INJURED 1-3 CARDS before being saved by security (or stable mates) ________ 10-11.Sweet N Sour attack the opponent and teach him a lesson in pain! THE OPPONENT ROLLS TWO DICE FOR INJURY (Minimum 6 cards)! SOMEHOW SWEET N SOUR INC. ARE ONLY HEAVILY FINED FOR THE TCOB ATTACH!! _____ 12.Sweet N Sour Inc. TCOB on the hapless opponent!! THE OPPONENT ROLLS TWO DICE AND MULTIPLIES IT BY FOUR FOR LENGTH ON INJURY !! ALL SWEET N SOUR INC MEMBERS INVOLVED ROLL SUSPENSIONS. NO MATTER THE RESULT LARRY SWEENEY GETS AN AUTOMATIC ONE MATCH SUSPENSION (PLUS ANY ADDED CARDS DECIDE BY THE COMMISSIONER)! +++++++++++++++++++++++++++++++ _____________________________________________________
Texas Bullrope Match
Credit Ty States
TEXAS BULLROPE MATCH
Two wrestlers have one end of an 8-ft. bullrope tied to their wrists. A cowbell is tied to the center of the rope, which either wrestler can use as a legal weapon.
Rules:
1. No D.Q. or count-out.
2. In order to win, a wrestler must touch all 4 corners. The defensive wrestler rolls up to 4 pins, using his Cage rating.
3. Ignore (lv) option.
4. Whenever OUT OF THE RING is rolled, substitue HEAD INTO TURNBUCKLE - 2.
5. Whenever © or (ch) is rolled, use the Bullrope chart below:
2-3 You throw your opponent into the ropes, then as he comes off the ropes you choke him with the bullrope. ROLL ON LEVEL 2 OFFENSE.
4 You throw your opponent into the ropes, then smash the cowbell into his abdomen as he comes off. OPPONENT ROLLS ON LEVEL 3 DEFENSE.
5 You wrap the bullrope around your opponents neck and throw him over the top rope, then yank the rope hard, choking him. Then you pull him back into the ring. ROLL ON LEVEL 3 OFFENSE.
6-7 You clothesline your opponent to the mat, then grab the cowbell and deliver a falling fist drop, driving the sharp edge into his forehead. OPPONENT ROLLS UP TO 4 PINS (+4).
8 With one hand you place the cowbell on the top turnbuckle, and with your other hand you slam your opponent’s head into the cowbell repeatedly. ROLL ON LEVEL 3 OFFENSE.
9 Your opponent shoves you into the referee, knocking him out, then takes the cowbell and shoves the sharp edge of the bell into your groin. YOUR OPPONENT RECEIVES 10 FREE LEVEL 3 MOVES.
10-12 You grab the cowbell and jam the sharp edge of the weapon into your opponent’s forehead. OPPONENT ROLLS UP TO 4 PINS (+3).
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Post by LWPD on Feb 21, 2008 2:57:08 GMT -5
Texas Death Match
Credit poke30
TEXAS DEATH MATCH
* No DQ, NO Count out * No one is allowed at ringside * This match will continue until one man cannot continue * Done two ways, once opponent gets 10 tokens, he loses * Or, once the opponent gains 10 tokens, you have to pin him.
2 You grab a bullrope with a hangman’s noose on the end. You put the noose over your opponent’s head and sinch it closed. You then attempt to toss your opponent over the top rope. Roll 1 die: 1 or 6 - you are unable to get your opponent over the top rope. Add 1 to his pin and continue your attack on L-3-O or again on this chart. 2 – 5 you hang your opponent mercilessly. Add 3 to his pin and roll pin. If no pin, continue your attack on L-3-O or again on this chart
3 You flapjack your opponent through a table. Add 1 to your opponent’s pin rating and roll again on this chart or on L-3-O.
4 You grab a bullwhip and begin to mercilessly choke your opponent with it. Add one to your opponent’s pin and roll again on this chart or on L-3-O
5 You pick up a 2 X 4 and swing it at your opponent. Roll 1 die: Odd – You KO him with the board, breaking it in two pieces. Opponent goes down. You roll on L-3-O or again on this chart. Even – Your opponent ducks and lunges with a wicked spear. Opponent rolls on this chart again or on L-3-O.
6 You pull off your boot and begin beating your opponent with it. You roll L-3-O
7 The two of you brawl tooth and nail. Roll again on this chart!
8 Your opponent picks up a cowbell and clocks you with it. Your opponent rolls L-3-O
9 The two of you battle over a branding iron. Roll one die: odd- you win the battle and crack your opponent in the ribs with it. Opponent goes down. Roll again on this chart or L-3-O. Even – Opponent wins the battle and cracks you in the midsection with the branding iron. You go down in a heap. Opponent rolls again on this chart or on L-3-O
10 Your opponent reaches into his pocket for a roll of quarters and lands a vicious blow to your jaw. Down in a heap you go. Add 1 to your pin. Opponent rolls on L-3-O or again on this chart.
11 Your opponent bulldogs you onto a board covered in barbed wire. Add 1 to your pin. Opponent rolls again on this chart or on L-3-O
12 You are choking your opponent with a piece of rope when he grabs a spur and stabs you in the forehead with it! Blood is gushing! You take 3 fatigue tokens, your opponent goes for the kill, he rolls on L –3- O
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Post by LWPD on Feb 21, 2008 3:00:56 GMT -5
Credit Graymar
Business Model One: Guaranteed Contract Structure
COTG Business Model
Goals: I have wanted a way to reproduce the business aspect of the COTG game. From my discussions with other promoters, some have wanted that as well.
What goals would you have for a business model? First, the model should be simple. I have seen models that had multiple layers of calculations that seem to work. But, one quickly gets bogged down in the detail and the record keeping. So, our first goal – SIMPLE IS BETTER!
Secondly, I wanted a system that could put restrictions on an organization if it didn’t handle itself appropriately. What is the real determination of a federation’s success? For this model, we will assume that the quality of matches is the determination. Therefore, match quality determines worth of the organization.
Lastly, should a federation do well in its match booking, what are the rewards? The federation should work toward something. That something may be wrestling domination, better wrestlers, a gigantic federation, or other goals. So, any system should allow the federation to work toward its goals.
Continuous Costs:
In order to simplify record keeping, the costs utilized, contracts for example, will be continuous until stopped. This means that you will not subtract contract costs each week, month, etc. Instead, the costs are subtracted from the MegaCredit balance until the contract is stopped.
The opposite is also true in that the revenues that offset these costs are continuous as well, thereby ‘paying’ the expenses.
MegaCredits
The standard monetary unit that we will be using is a MegaCredit. A MegaCredit is roughly equal to $10,000 today. If we spend 10 MegaCredits on advertising, it is the same as $100,000 today. (10mc * $10,000 = $100,000)
All discussion will be based on a MegaCredit. While Credit denominations less than a MegaCredit exist, we will only deal in MegaCredits for simplicity sake. We will not want to keep up with partial MegaCredits. Contracts
You will need to sign wrestlers to contracts. The rate at which each wrestler will sign is dependant on his/her PIN rating. The rate is 10mc – PIN. Therefore, a PIN(1) will sign for 9mc while a PIN(5) will sign for 5mc.
The standard contract length is based on weeks. For each signed wrestler, the length is 3d6 + PIN. This means that the higher the PIN is, the longer the wrestler will be signed. You can add or subtract 1d6 week for each additional MegaCredit you sign the wrestler for. For example, a PIN(1) will sign for 5d6 + PIN(1) for 11mc. Alternatively, you could sign a PIN(5) for 1d6 +PIN(5) for 3mc.
All wrestlers sign at these rates. I have yet to institute any negotiation calculation to the signing.
The MegaCredits are applied continuously not additionally. Therefore, when a wrestlers contract is up, you can sign him again WITHOUT SPENDING ADDITIONAL MEGACREDITS. This is already figured into the system. If you choose to not renew a contract, you receive those MegaCredits back. This will keep us from ‘accounting’ for each dollar and cent.
So, you sign a Captain Fear at PIN(1). This costs you 9mc and he signs for 3d6+Pin(1). His initial signing reduces the MegaCredits that you have available by 9. At the end of the contract, he will resign for the same rate. This does not affect your MegaCredit balance. If you choose not to sign him, your balance increases by 9, thereby freeing up funds to sign additional wrestlers, pay off debts, etc.
While the wrestlers will sign automatically, you cannot end the contracts early! So, before you tie up wrestlers for an extended period, beware that you may need these funds in the future.
(see optional rules – contracts)
Match Rating
The profit/loss and ratings of each show are based upon the quality of matches. The matches will be graded on a standard DUD to ***** system. ½* are available with * and higher. ***** is the highest a match can go.
In order to establish a fair system of grading matches, all matches will be based on the Fatigue Tokens that each wrestler sustains, and final Pin or Count out. This total is divided by two to determine rating.
For example, Star Warrior and Thantos square off. Star Warrior hits two NOVA BLASTS on Thantos (2), while Thantos throws Star Warrior to the outside where Star Warrior sustains a +1 from a possible count out (1). Thantos also hits a Skullcrusher that Warrior kicks out of (1) before he is locked in the MASTERLOCK for the win (1). Thantos sustains 2 Tokens. Star Warrior sustains 2 Tokens plus the MASTERLOCK finish for an additional point. Match total is 5 points divided by 2 or **1/2. Divide tag matches, triple threats, etc by two as well.
The only match that doesn’t compute easily is Royal Rumbles and the like. For these, assign ** to the match. In gauntlet type matches, calculate each match individually. Elimination matches are one match.
As you can probably guess from this, it is more likely that a PIN(1) will have a ***** match than a PIN(5) will. However, a PIN(1) can produce a DUD on occasion particularly in a squash match.
(see optional rules – match rating)
Profits/Losses
Remember that we are looking at the increases or decreases over an expected level, not revenues minus expenses. For each match on the card, add up the rating of each match and calculate the increase or decrease of the MegaCredits.
For each match MegaCredits DUD -2mc * -1mc *1/2 or ** 0mc **1/2 or *** +1mc ***1/2 or **** +2mc ****1/2 or ***** +3mc
The total of all the MegaCredit changes from a card increase (or decrease) your MegaCredit balance thereby, either allowing you to sign additional wrestlers or possibly letting someone leave.
You run a six-match card. There is a DUD, a *, 2 **, a ***, and a ***** match. The DUD match reduces your balance by 2, the * by 1. The 2 ** matches do not change your balance. The *** increases your balance by 1 and the ***** increases your balance by 3. The total effect of the card is +1mc. Hopefully, you can see that the changes will be slow as you build up funds to allow federation expansion. It would take 9 cards like this to sign that PIN(1) superstar you want!
Pay Per Views:
PPVs are where you can really make, or lose money. All changes to the MegaCredit balance are DOUBLED for a PPV. You have a good match, everyone sees it. You have a bad match, everyone sees it. The doubling of MegaCredits makes for a good reason to build a feud during the month for a PPV blow off.
(see optional rules – match ratings)
House Shows / Dark Matches:
Any MegaCredit changes from a house show or dark matches are halved. Remember that we do not account for partial MegaCredits, so drop any 0.5s. You have a good match, not as many people see it. But, if you have a bad match, not as many people see it.
Broadcast Ratings:
House Shows / Dark Matches:
Since neither of these are broadcast, these rules do not apply.
Broadcast Shows:
These are the most common broadcast shows on ‘free’ TV, cable, holovision, etc. This is your RAW, Nitro, etc.
Like the continuous costs, ratings are based on a standard that you have already obtained. The starting base for these shows are an initial investment that the federation makes. This investment is for the building of a broadcast organization. Buying cameras, securing knowledgeable personnel, broadcast quality, advertising all determine this base investment.
Base investment in these services, and to some extent ratings, are purchased. Every 10mc is equal to .1 in broadcast rating. So, to launch a show with a 2.0 base rating costs an investment of 200mc.
Final ratings are a combination of the base rating and the match quality. Base rating is increase or decreased by ten percent of profit/loss calculated above. For example, an organization that has a base rating of 2.0 has a card that generates –9 on profit/loss. The final rating for the show is 1.1.
(2.0 +(-9*.1))
PPVs:
PPVs are still calculated in buy rates. Buy rates run much less than normal broadcast rates. Buy rates are the base rating * .25 plus the profit/loss for the PPV * .05. The same 2.0 base rating for a PPV with +20 profit/loss would give a buy rate of 1.5. ((2.0*.25)+(20*.05)) Example
Initial Startup:
You decide to start a new mid-sized federation. You limit the initial size to 24 wrestlers. We’ll use the 2087 GWF set for this example since everyone is reasonably familiar with it. The federation will have a weekly holovid show which you start at a 2.0 base rating. To start this league you have 400mc ($4 million).
Wrestler Contracts:
Let’s start with Wolf. Wolf has a Pin(2). Therefore, he will sign for 8mc for 3d6+2 length or 3 months using the optional rules.
Star Warrior will sign for 8mc using his PIN(2). However, you decide to extend his contract to 6d6+3 (or 6 months using optional rules). This costs an additional 3mc.
Death Knight is next. His Pin(6) earns him 4mc. But, you only want to sign him for 1d6+6 or 1 month. That reduces the cost by 2mc. Total cost for Death Knight’s contract is 2mc.
Here is the roster, costs, and length: Wrestler Cost Length Actagon 8mc 3d6+2 (3 months) Beast-Rider 5mc 3d6+5 (3 months) Brute 8mc 3d6+2 (3 months) Commander Sam 6mc 3d6+4 (3 months) Comrade Terror 7mc 3d6+3 (3 months) Death Knight 2mc 1d6+6 (1 month) Executioner 6mc 3d6+4 (3 months) Exo-King 7mc 3d6+3 (3months) Ghengis Khan 5mc 3d6+5 (3months) Kraken 6mc 3d6+4 (3months) Killer Queen 4mc 3d6+4 (3months) Lord Nexus 7mc 3d6+3 (3 months) Massacre 6mc 3d6+4 (3 months) Massif 7mc 3d6+3 (3 months) Mutant 6mc 3d6+4 (3 months) Omega (as a former GWF Champion, I increased his cost) 6mc 3d6+5 (3 months) Put Viper 6mc 3d6+4 (3 months) Proteus 7mc 3d6+3 (3 months) Pulsar 4mc 3d6+6 (3 months) Renegade 7mc 3d6+3 (3 months) Star Warrior 11mc 6d6+2 (6 months) Thantos 8mc 3d6+2 (3 months) Vanity 6mc 3d6+4 (3 months) Wolf 8mc 3d6+2 (3 months) Total 161mc
Signing this group of wrestlers would take 161mc of the 400mc we started with. When these wrestlers resign, assuming they resign at the same rate, will not cost any additional from the 400mc. However, you could not resign them allowing the MegaCredits to be used to fund other things or take into account the losses from bad cards.
Match Ratings:
You run you first broadcast card. We’ll use the sample card from the 2087 book for an example. #1 #2 Type Fatigue Other (see optional rules) Match Rating Vanity Omega Opening Match Vanity gets a quick win with a Pulverizer No Feud DUD (1 fatigue /2)
Renegade Death Knight Opening Match DK hits a Death Ride that Renegade kicks out of. Renegade wins with a Spinecraker No Feud (2 fatigue /2)
Wolf Executioner Opening Match Wolf takes three foreign object blows before Wolf wins with a sunset flip Feud (1 feud) **1/2 ((4 fatigue + 1 Feud) /2)
Society of Death Flying Titans Three-Man Tag Wild match…7 fatigues before a double DQ Feud (You can reduce the feud and increase the match rating. In this case, we reduce the feud by 1 and increase the match by 1) **** ((7 fatigue + 1 Feud ) /2)
Commander Sam Comrade Terror Cosmic Cage Match Sam is devastated with a scoring Terror Face Claw and two ATOMIC WARHEAD’s before Terror climbs from the ring. Feud (1 reduction) ** ((3 fatigue + 1 Feud) /2)
The Greek Gods © Gladiators of Aethra Galaxian Tag Title Match Total of five fatigue suffered before the Gladiators win by DQ when Wolf entered the fray. Feud (1 reduction in Greek Gods & Gladiators)(+1 in Wolf & Gladiators feud) Minor Title +1 ***1/2 ((5 fatigue + 1 Feud + Minor Title) /2)
Thantos© Star Warrior Galaxian Title Match Star Warrior was not ready for this match as Thantos ended him with a MASTERLOCK after Warrior suffered two fatigues Feud (1 reduction) Major Title +2 ***((3 fatigue + 1 Feud + 2 Major Title) /2
Profits/Losses:
For the matches above, Profit/Loss calculations are below: Match Match Rating Profit/Loss Vanity v Omega DUD -2mc Renegade v DK * -1mc Wolf v Executioner **1/2 +1mc Society of Death v Titans **** +2mc Commander Sam v Comrade Terror ** 0mc The Greek Gods v Gladiators of Aethra ***1/2 +2mc Thantos v Star Warrior *** +1mc Card total +3mc
We gained 3mc from the card…a good night. If this same card had been run as a PPV, all amounts would have doubled and we would have added 6mc to our funds. If this had been a house show, we would have gained 1 mc (3mc /2 and drop the .5) The 3mc could be added to the funds, used to hire another wrestler, increase ratings, etc.
Overall profit/loss and ratings as we will see in a moment, are dependant on match quality, feuds, and title bouts.
Ratings:
During the initial startup, the federation made a 200mc investment in equipment, airtime, etc. to obtain a base rating of 2.0. Here is what happens to ratings over a period of time.
Month Card Base Rating Card Profit/Loss Holovid Rating Other
January 2087 Card #1 (above) 2.0 +3 2.3 Card #2 2.0 -3 1.7 Card #3 2.0 +4 2.4 Card #4 2.0 +3 2.3 Spend 10mc to increase the base rating by .1
February 2087 Card #5 2.1 +1 2.2 Card #6 2.1 +2 2.3 Card #7 2.1 +3 2.4 Card #8 2.1 +1 2.2 Spend another 10mc to increase the base rating by .1
March 2087 Card #9 2.2 -3 1.9 Card #10 2.2 -4 1.8
We have a decent first month. At the end of the month we have a decision to make on Death Knight. Remember, we only signed him to a 1-month contract. We decide to resign him for a 3-month contract. His old contract was at 2mc. The increase from 1 to 3 months on the second contract costs 4mc for the contract of a net effect to our funds of 2mc. We also use some excess funds to increase our advertising and thus our ratings. February is a very good month for us. However, the first two cards in March are not good. Most of the rest of the wrestler’s contracts are up at the end of the month. We will have some serious decisions to do at the end of the month to renew these contracts.
Fund Balance:
These are the fund balances after certain events: Month Event Increase (Decrease) Fund Balance January 2087 Initial Funding 400mc +400 Contracts -161mc +239 Base Ratings -200mc +39 Card #1 +3mc +42 Card #2 -3mc +39 Card #3 +4mc +43 Card #4 +3mc +46 Increase Base Ratings by .1 -10mc +36
Death Knight contract is renewed and increased to 3 months -2mc +34
February 2087 Card #5 +1mc +35 Card #6 +2mc +37 Card #7 +3mc +40 Card #8 +1mc +41 Increase Base Rating by .1 -10mc +31
March 2087 Card # 9 -3mc +28 Card # 10 -4mc +24
So, we leave the league here with falling ratings and decisions to be made.
Optional Rules
Contracts:
Contract Length:
Alternatively, contract length could be based on months as opposed to the 3d6 role. Therefore, all contracts are signed with a base 3-month length as opposed to a 3d6 length. Also, contracts can be extended by months or decreased by months with +1mc or –1mc cost.
Rookies:
Rookies could be signed for a reduced investment. Rookies sign for –1mc than expected. This only applies to contracts in their first year. This investment could be further reduced by a training facility. (see optional rules – other expenses)
Champions:
Current or former champions could ask for increases at signing. I would start with a current minor champion at +1mc, a current major champion at +2mc, and a former major champion at +1mc.
Females & Minis:
Sorry to say, wage differences still exist. The PIN ratings for signing are against MALE wrestlers. Therefore, Females and Minis get the adjustments you would make if they were facing a male. For example, a female PIN(1) would sign for 7mc not 9mc.
Tag Teams:
Tag teams are expensive to sign in this plan. To sign two tag wrestlers at PIN(2) each would cost 16mc. So, to give a bit of a break, any tag move (Finisher, +1 move, etc.) reduces the signing amount by 1mc. To sign Vindicator, a PIN(6) would normally cost 4mc. However, his two tag Finishers reduces that to 2mc. His partner, Tusk has a PIN(4) with one tag finisher. The cost on Tusk would be 5mc. The Beasts of Brymstone together could be signed for 7mc.
Signing as a team, the contract length would be based on the LOWER PIN rating of the individuals. In the above, the Beasts of Brymstone would sign together for 3d6+ Tusk’s PIN(4). That helps keep from tying up credits when one of the tag partners is released before the other.
Managers, Valets, Bodyguards, and Part-timers:
All non-wrestlers can be signed at 1mc…Solaris for example. Other associates that may wrestle part time are signed at ½ their normal rate based on PIN rounded up.
Trainer Jim would sign for 2mc. He can appear at ringside anytime, but can only appear in matches on a part time basis. For Reynard B. Guile, his PIN(5) and managerial talents would cost 3mc.
Competition:
If you are running more than one comparable in size federations, increase all signings by 1mc for each of these feds to simulate the salary competition. Additionally, the feds are likely to sign these wrestlers to longer time periods. So, there may be additional costs in signing 4d6, 5d6, etc. to tie up the talent.
This may, at some point, run one or more feds out of competition. Alternatively, the fed may shrink to avoid the competition.
Match Rating:
Title Matches:
Increase each title match by 1 for minor titles and 2 for major titles BEFORE YOU DIVIDE BY 2.
Feuds:
Increase each feud match by 1 BEFORE YOU DIVIDE BY 2. Or, check out the feud grading below.
Feud Grading:
This area significantly complicates the system and is not really part of the Business Model but presented here for your consideration.
Each feud increases or decreases in intensity before it is blown off. Each altercation, challenge, humbling, injuring, etc. increases the grudge rating for the grudge itself. Deliberate injuries increase the feud by 1 per level of injury. A moderate injury would increase the feud by 2.
For example, Thantos issues a challenge to Star Warrior. The feud between Thantos and Warrior increases by 1. Thantos beats on Warrior after Warrior’s match against Exo-King. The feud increases by 1 again. The next week, Warrior faces Killer Queen. Thantos and Comrade Terror storm the ring injuring Warrior for 4 weeks. Feud increases by 2 for the Warrior-Thantos feud and the Warrior- Terror feud is created at a 2 intensity. The Warrior-Terror feud is blown off with a cage match. The Warrior-Terror feud is now 0, and the 2 is used to increase the match rating BEFORE DIVIDING by 2. So, what may have been a ** match between Warrior and Terror is now a *** match. The same with the Thantos-Warrior feud, which is now at 4. All, or part of the feud could be reduced by using the feud intensity to up the match rating. The four points in intensity could be used to increase the match rating by up to 2 *’s with a comparable reduction in the feud intensity. The entire 4 in feud intensity between Thantos and Warrior does NOT have to be used in the one match. Some of the feuds intensity could be held over to another time.
Time dissipates a feud. For each month that goes by that the feud intensity did not change because of no challenges, matches, etc., the intensity is reduced by 1.
This does allow for something that is not included in the Business Model and that is off camera action. However, if the feud intensity increases the match rating, then we have a reason to promote feuds and other off camera action.
Other Expenses:
Your funds can be used for things other than what we have described. This is limited by only your own imagination. We have talked about signing contracts and increasing rating with advertising, new cameras, etc. Here are some other uses.
Training Facility:
Training facilities can be purchased and ran for 100mc. Each 100mc up to 500mc spent will reduce the cost of rookies contracts above by –1mc per 100mc spent on the facility.
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Post by LWPD on Feb 21, 2008 3:03:25 GMT -5
The COTG Business Model Version Two
Credit Graymar w/ Paid Per Appearance Structure
Differences between versions:
The primary difference between versions, are the wrestler pay system. In the first version, wrestlers were contracted. In this version, wrestlers ‘eat what they kill’. In other words, their performance determines their pay.
Wrestler Draw:
The first step in the new version is determining wrestler draw. In doing this we again want a SIMPLE system, that can be implemented at anytime. This system will focus on two issues W-L record and titles.
Wrestlers will draw 20 fans per each win and 10 fans for each loss. Additionally, they will accumulate fans by titles won or currently held. For each minor title held in the past, add 125 fans to the fan base, 250 if they currently hold the title. Major titles are 250 and 500. However, multiple wins of the same title DO NOT ADD to total. So, if your wrestler has won the IP title 5 times but does not currently hold it, he gains 125 fans to his base. On the other hand, if you have a wrestler that has held the IP and the Holovid title, he adds 250 to his base, 125 for each minor title.
Using my 2087 GWF, first generation, numbers to demonstrate:
Star Warrior has a record of 23-5. He has won the Galaxian Title twice and currently holds it. His fan base is as follows:
Measure Number Fans Wins x 20 23 460 Losses x 10 5 50 Minor Titles 0 0 Major Title 1 (Still Held) 500 Total Fan Base 1,010
Let’s check another example, Thantos:
Thantos has a 26-8 record. He has held both the Heavy Metal and Galaxian titles, but holds neither now. His fan base is as follows:
Measure Number Fans Wins x 20 26 520 Losses x 10 8 80 Minor Titles 1 125 Major Title 1 250 Total Fan Base 975
Since these two guys are close, let’s try another for good measure:
Death Knight is 2-20 with no titles. His fan base is as follows:
Measure Number Fans Wins x 20 2 40 Losses x 10 20 200 Minor Titles 0 0 Major Title 0 0 Total Fan Base 240
All numbers for tag teams are halved between the two wrestlers. I fwrestleing singiliy, half of their tag team fan base are included.
Determining Attendence:
Total attendence is the fan base of each wrestler appearing on the card limited by the arena size.
Going back to the card presented in the 2087 guidebook and using figures from my GWF:
#1 Draw #2 Draw Match Draw Cumulative Draw Vanity 180 Omega 325 505 505 Renegade 404 Death Knight 280 684 1,189 Wolf 1,075 Executioner 675 1,750 2,939 SOD 1,168 Titans 1,893 3,061 6,000 Com. Sam 321 Com. Terror 590 911 6,911 Greek Gods © 1,035 Gladiators 589 1,624 8,535 Star Warrior© 1,010 Thantos 980 1,990 10,525
Total attendence for the card is 10,525. But, don’t forget that this would be the GWF’s first year and is still building crowds.
Arena Size:
The arena size will determine the ‘take per head’. Larger venues will draw a larger ‘take’. Alternatively, the size of the facility also dictates the cost of rental for the facility.
For both take and cost rates, see the following chart:
Size Cost/Seat Ticket Price 0 – 2,000 1 3 2,001 – 5,000 2 5 5,001 – 10,000 4 10 10,001 – 20,000 6 15 20,001 – 35,000 8 20 35,001 – 50,000 10 25 50,001 + 12 30
Let’s look at some example arenas:
Venue Size Cost Ticket Price Max Take (after Arena Cost)
Diemos Intergalactic Arena, Mars Morning Star Remple, Venus 203,438 2,441,256 30 3,661,884 Morning Star Temple, Venus 37,000 370,000 25 555,000 Chariot of the Gods, Auriga 25,144 201,152 20 301,728 Mizar Solar Sphere, Ursa Major 17,944 107,644 15 151,156 Glacier Sound Pluto 9.050 36,200 10 54,300
The Max Take (after Arena Cost) column is the profit after paying for the facility assuming a sell-out.
Paying the Wrestlers:
As we mentioned earlier, this in not a contracted system but one that the wrestlers pay is based upon performance. Wrestlers are paid for their evening work based on the following:
Merchandising:
Merchandising is a high consideration in this plan. Merchandising is based upon the product, and the wrestler(s) draw.
First, design the product. No products can be sold under this scenario that do not have a them. You cannot just say that you are releasing Thantos shirts. They must have a them. For example, Thantos, Masterlock on the Title shirt, would be a valid product. The Gladiators, “Prepare to be Decapitated” shirt is another example. Both Massacre and Brute would share the wrestler take from the product.
The descision to place a product on , or off the market happens once at the beginning of the month. As we look at profit or loss, that will be on a monthly basis only.
For each product, roll on the following table to determine number of product. When utilizing this chart, increase rolls by one for a current minor champion and 2 for a current major champion:
Roll Results
1-3 League takes a bath on product. League loses 3*wrestler(s) fan base. No loss to wrestler(s) League discontinues product.
4-5 Unused stock. League loses 1*wrestler(s) fan base. No loss to wrestler(s)
6-7 Total take is .5* wrestler(s) fan base. Half goes to league and half goes to wrestler(s)
8-9 Total take is 1* wrestler(s) fan base. Half goes to league and half goes to wrestler(s)
10-11 Total take is 2* wrestler(s) fan base. Half goes to league and half goes to wrestler(s)
12+ Total take is 3* wrestler(s) fan base. Half goes to league and half goes to wrestler(s)
Total profit or loss is the product sales from above times one half the product saleing price. For example, a T-shirt may sale for $20. $10 times the product sales is the take on the product after the cost of making the product. This is the money that may shared between the wrestler(s) and the league (or lost by the league).
Using the Star Warrior information above, we produce a Star Warrior “Feel the Blast” T-shirt. Fan base for Warrior is 1,010. At the end of the month we roll on the table above and hit a 7. We add two because he is the current major titleholder for a 9. This indicates 1*fan base (1,010) for product sales. Total product sales for the month would be 1,010. The sales times the take, $20 shirt so, 10 * 1,010 is 10,100. The league gets $5,050 and Star Warrior gets $5,050. If we had rolled a 2 plus 2 for current major champion, the GWF would be stuck with 1,010 shirts and lose $10,100.
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Post by LWPD on Feb 21, 2008 3:04:36 GMT -5
Credit Arnaldo Colado
The COTG Career Performance Tracker
I use this to help with rankings and measure the overall of the guys in my fed. It's not just based upon straight wins and losses, but on factors like how they are booked and how the wins and losses come about. It's fun to keep up with if you love stats.
I keep a running tab after each match but run the scores every 3 months game time. I tabulate scores both quarterly and life time. You can use them as often as it works best for you.
The Colado COTG Career Performance Tracker
* Add points for everything that applies to a wrestlers performance during a card. Also keep track of overall record to give this more perspective.
* A multiple fall match (ie 2 out of 3 falls) is scored on the basis of each fall counting separately.
* Championship matches have separate stats but are still scored cumulatively for over all performance
Scoring System
Being Booked on a Card (+1) Each Promo or Skit Apearance (+2) Competing in a Match (singles or tag match) (+3) Appearing/Interfering in a Match (+1) Winning Any Match by DQ/CO (+3) Winning a Singles Match by Pinfall (+5) Winning a Tag Match by scoring the pin (+4) Winning a Tag Match w/o scoring the pin (+3) Draw (+1) Wrestle in a Specialty Match (+1) Win a Specialty Match (+2) Being Booked in the Main Event (+3) Being Booked in the Semi Main Event (+1) Being Booked on a PPV (+3) PPV Victory by Pin Fall (+2) PPV Victory by DQ/CO (+1)
Champion Specialty Scores
Win GWF Title (+50) Win IP Title (+30) Win Tag Title (+20) Retain Any Title by Pin Fall (+10) Retain Any Title by DQ/CO (+5)
Seperate Contender Stats
# Galaxian Title Shot (+7) # IP Title Shot (+5)
Separate for each title and Subtract for cumulative score:
# Winning by DQ (-1) # Draw (-2) # Losing by DQ (-3) # Losing by Pinfall (-5)
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Post by LWPD on Feb 21, 2008 3:05:56 GMT -5
Credit Graymar
The Draw System
Okay…So I finally get to…DRAW!
Some time ago, I wanted to develop a system that showed what each wrestler was ‘worth’ to the organization. Something that went beyond yearly ranking. I have cobbled this system together from advice and ideas from others. Unfortunately, I can’t remember everyone that helped….but, thank you.
Draw is how many people want to see a wrestler. Simple, huh? Well, it pretty much is.
A wrestler starts with a beginning draw of 10 – PIN rating *10. Algebra scare you? Okay, try this…for each PIN rating this is the starting Draw:
1 = 90
2 = 80
3 = 70
4 = 60
5 = 50
6 = 40
7 = 30
8 = 20
After every card, adjust each wrestler’s Draw as follows:
Singles win +40
Singles Loss –20
Major Singles Title Win +50
Minor Singles Title Win +30
Tag Win +20 for each man
Tag Loss –10 for each man
Tag Title Win +20 for each man
Attendance is the total of all draws on the card with any tag teams draw averaged. For example, if the Glads are on the card. Brute has a Draw of 600 and Massacre of 620, the Glads would be figured at 610.
Unlike rankings that may ‘reset’ from year to year, Draw never does. Therefore, over a period of years, some wrestlers could draw over 2,000 on a card.
If you already have w-l records and title history, you can calculate Draw at anytime.
The negatives are an interesting situation. Firing is one alternative. Death Knight (in 2088) is at -160. That reduces the total attendance when I use him. So, I have used him only on house shows in tag matches to hopefully reduce his negative!
For Feuds, Stipulation Matches, and Titles remember that all wrestlers appearing in matches are added together to determine attendance. Okay, let’s say that Pit Viper is facing Ghengis Khan. Pit Viper’s heat is 53 and Khan’s is 16. Together the match draws 690 (53+16)*10. Since this is a feud, I would increase attendance by 5 times the feds heat.
Any stipulations would increase the Draw as well. I use 5 times the Fed Heat per stipulation. Some matches have more than one stipulation. A Cosmic Cage match has 2 Stips. Title matches add 5 for a major title, 4 for a tag title, and 3 for a minor title. All multiplied by the fed heat of course. So Viper – Khan would draw 690 plus 50 for a feud, plus 50 for a Titan Death Match, and 30 more for a Holovid Title. A nice little 820 fans in the seats!
I think PPVs would automatically increase whoever appears’heat. I would suggest by 2. So even if a worker lost a PPV match which would usually decrease his heat by 2, the fact that it’s a ppv would add 2 back for a total change of 0 while the winner would increase heat by 4 for a win and 2 for a PPV match for a total 6 increase. For House shows/Dark Matches, all heat changes are 1 less than expected. Win a singles dark match increases heat by 3 instead of 4 while losing only loses you 1 heat instead of 2.
As far as overall card quality, I could see that if the GWF had a month of cards where the matches averaged 3* or better, increasing the fed heat (and therefore the multiplier for Draw) by 1. So the next month, the attendance would be the workers heat times 11 instead of 10. Alternatively, should the match quality average less than 2, you would DECREASE fed heat and thereby decrease the multiplier. But again, it depends on a match rating system.
For House shows/Dark Matches, all heat changes are 1 less than expected. Win a singles dark match increases heat by 3 instead of 4 while losing only loses you 1 heat instead of 2.
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Here's an alternative method from the same thread from a poster named Joe:
I came up with what I think is a good idea for a little randomness as well... once you come up with the draw, roll 3 dice, then divide by 10. This is the "popularity factor" of the card. To figure actual attendance for the event, you would multiple draw by this factor.
I.e for 820 fans
Roll of 13 : 820 fans * 1.3 = 1066 attendance Roll of 8 : 820 fans * .8 = 656 attendance
As far as heat goes, I could see adding 1 for a good match (a 3* match, or so).. I consider a "good" match one which both wrestlers have some time on offense... both men would have at least 1 pin token, with 3-5 overall, then 2 for a Great match...these would be ones that just beg to have a re-match.. with both men having at least 2 tokens, and more than 5 overall. In addition I give a match of the year award in my fed.. the winners of this would get 3.
I like the idea of a fed rating... I would think you could tie this into actual attendance as well i.e a few lousy draws in a row might lower it by one, while good ones would increase it
Maybe there could be a standard increase of 1 or 2 for giving a promo, then an adjustment of some sort either based on a chart, or based on what happened later in the card.
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Post by LWPD on Feb 21, 2008 20:00:50 GMT -5
Credit Brian Barrow
The Elimination Chamber
Here are the rules I use for the elimination chamber match. If you don't know what the elimination chamber is, go to the WWE website, they have pictures of it all over the place.
RULES
1. You will need a 1d4 to play this match!!-You might also need Tirion Triple Threat match rules during parts of the match.
2. Two men start in the ring, the other four are sealed inside the side pods. After 15 offensive moves, roll the 1d4 to see which pod gets opened next (if that pod is empty, re-roll until you get a different pod). This wrestler attacks anyone he wants at Level-1 Offense.
3. Use Cosmic Cage rules.
4. "Out of the Ring" becomes a choice of three options: *Whip opponent into cage bars-3. Works on rolls of 7 or lower, +/- opponent's pw.
*Whip opponent into plexiglass pod-3. Works on rolls of 7 or lower, +/- opponent's pw.
*Scoop slam opponent into cage floor-2. Works on rolls of 9 or lower, +/- opponent's ag!!-If you fail, opponent rolls on Level-2 Offense.
5. All other charts (ropes, turnbuckle, deathjump) are used as normal.
6. Last man in the ring wins!
CAUTION! This match often gets brutal and bloody! While there's no real threat of injury coming out of it (like the Torture Chamber or Barbwire Cage), it does leave a lasting impact on all the wrestlers involved. However, if you want to combine this with a barbwire cage, GO FOR IT! Brutality rules in the GWF!
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