Post by smathis on Nov 30, 2010 16:14:30 GMT -5
Smathis LOW Fast-Play
I'm a bit strapped for time and one LOW match can run me anywhere between 5 minutes and an hour. In order to keep up with the schedule I'd like to maintain with my fed, I needed to develop some way to play LOW that cut down the time needed for each match and maintained the same feel. Here is the result of months of trial-and-error.
Influences
A key influence was the game "Face to the Mat". I played a number of cards using FttM. They were okay. But were no substitute, in my opinion, for LOW. FttM's rules seek to emulate the gonzo period of the mid-to-late '90s. That's just not to my tastes. I prefer a more sports-based, less entertainment-based wrestling. But I did learn a lot of FttM and I borrowed a bit from it to help speed up my LOW.
The second influence -- and one that was just as important, IMO -- were the Stamina Rules developed by Stu and myself. I've used those off and on for years now. They make for great, dramatic matches that really play out the way I wish wrestling would. There's good deal from them that has carried over to this new system. All thanks to Stu for his initial idea and help in fleshing them out.
Fast-Play System
Each wrestler has their own track. They move up on the track when their opponent takes damage. When they reach the end of their track they have a number of possible end points, each resulting in a Pin attempt. Once a pin attempt has been made at the end of the track, both wrestlers are moved back to the start of their track.
That's the gist of it.
The Track
Each wrestler has a track 12 circles long. Followed by three black circles at the end:
At the start of the match, one wrestler (or tag-team) is determined to be the "Favorite" and the others are listed as "Underdogs".
Initiative: Starting the Match
To determine who starts the match, roll a six-sided die and consult the following chart.
Start out at the number rolled and cycle down the list until you hit a condition that results in a clear winner. So, if you roll a "4" but neither wrestler has a Power rating 2 points lower than the other, move down to 5. If the wrestlers weigh about the same, then move down to 6. "6. Favored" should yield a result in all cases.
The wrestler who wins starts the match on Level 1 Offense.
The Match
The End of the Track
When a wrestler reaches the end of the 12-space track he stops. It doesn't matter how he got there. There are three spaces past the end of the 12 space track:
When a wrestler at the end of the track makes his next roll on Offense, he may move to the first space ("move - 3") if he rolls a move at level 3 like "flying dropkick - 3". He may move to the second space if, in response, his opponent rolls a "down - 3" result on defense. A wrestler may only move to the third and final space if he rolls a Finisher result on offense or if his opponent rolls a Pin result on Defense or on a chart.
On the first and second spaces, the opponent rolls his Pin regularly (adding in Fatigue). If he kicks out, the wrestler on defense takes Fatigue. If the wrestler on Offense was on the first ("move -3") space, then he also takes a point of Fatigue.
On the final space ("PIN or FIN") the wrestler on defense also rolls a "penalty die". This means the wrestler rolls three dice and takes the two worst ones as his Pin roll.
A wrestler does not have to accept a result at the end of the track. So, if a wrestler is at the end of the track and rolls "Big Right Hand - 3" on Level 2 Offense, he may choose not to move to the first spot at the end of the track if his opponent only rolls a "hurt - 2" result on defense. A wrestler can wait at the end of a track for as long as he wants. Mainly holding out for a better pin attempt.
When a pin is attempted at the end of the track, one of two things will happen. Either the wrestler on defense is pinned -- which ends the match -- or both wrestlers move back to the beginning of the track. When resetting the track, roll a six-sided die. If the result is higher than the wrestler on Offense's current total Fatigue, then he takes over at the start of the track on Level 2 Offense. If not, then redetermine initiative as described above in "Initiative: Starting the Match" and the winner takes over on Level 2 Offense.
Tag Team Matches
Tag Points
Tag-Teams get 4,3 or 2 points available to them based on how established the tag-team is. These points can be spent on the following:
Free Tags
A tag-team may switch partners without cost after…
Any switch of partners results in the opposing team's track going back one space.
Busted Open
On any potential cut move and generally any "out of the ring" chart result that requires a DQ roll, the wrestler in question must roll above their Cage rating on a d6 or take one point of Fatigue and have their opponent move one space on the chart. This signifies that a wrestler is now busted open. If a wrestler is busted open three times in a match, then the wrestler has a full crimson mask and the match will be stopped unless it is a feud match of some sort.
The only exception to this rule are wrestlers with a "1" cage rating. Some of these wrestlers (like "The Sheik" for instance) thrive on violent matches. For these wrestlers, they will be busted open normally if they roll a "1". But if they roll a "6", they will be busted open, suffer one point of Fatigue and move their opponent BACK 3 spaces on the track. Getting bloodied both hurts and helps them.
Variants
Here are some variations on the LOW rules and Fast-Play rules that I use.
Keeping Time
Generally I move the time up by one minute whenever I get a solid result, meaning whenever I get a clean end to an exchange. So while I won't move the time up for overtime I get a reversal or have to re-roll on a chart or roll on Offense or Defense after rolling on a chart, I do move the time up when I get a solid "dazed", "hurt", "down", FIN or PIN. This results in fairly quick matches and maybe a few more time-limit draws than I like. But it's an easy way of keeping time.
Disqualifications
I keep track of how many times a wrestler has been asked to roll DQ. On the third time, the wrestler is disqualified. I do not count DQ rolls that were avoided via Distraction.
Different Track Lengths
Just like in the Stamina System, starting wrestlers on space number 8 instead of 12 spaces from the end of the track can speed a match up. This can be good for matches with a short time-limit. Another variation is moving up the start point every time the wrestlers move back to the front. So they start the match on space 12, go all the way to the end and start on space 11 when they come back. This can also speed up a match and ramp up the drama at the very end as it becomes easier and easier for any one key move or mistake to cost the match.
What's Good Here
What's Not
More
I have a letter-sized "mat" that I can put into PDF format for anyone who's interested in giving this a try. Just PM me an email address and I'll try to get it to you.
Edit
I rearranged the order of the initiative roll. Put the wrong one in. Also tried to clarify a few items.
I'm a bit strapped for time and one LOW match can run me anywhere between 5 minutes and an hour. In order to keep up with the schedule I'd like to maintain with my fed, I needed to develop some way to play LOW that cut down the time needed for each match and maintained the same feel. Here is the result of months of trial-and-error.
Influences
A key influence was the game "Face to the Mat". I played a number of cards using FttM. They were okay. But were no substitute, in my opinion, for LOW. FttM's rules seek to emulate the gonzo period of the mid-to-late '90s. That's just not to my tastes. I prefer a more sports-based, less entertainment-based wrestling. But I did learn a lot of FttM and I borrowed a bit from it to help speed up my LOW.
The second influence -- and one that was just as important, IMO -- were the Stamina Rules developed by Stu and myself. I've used those off and on for years now. They make for great, dramatic matches that really play out the way I wish wrestling would. There's good deal from them that has carried over to this new system. All thanks to Stu for his initial idea and help in fleshing them out.
Fast-Play System
Each wrestler has their own track. They move up on the track when their opponent takes damage. When they reach the end of their track they have a number of possible end points, each resulting in a Pin attempt. Once a pin attempt has been made at the end of the track, both wrestlers are moved back to the start of their track.
That's the gist of it.
The Track
Each wrestler has a track 12 circles long. Followed by three black circles at the end:
- The first black circle is labeled as "move-3, Both wrestlers take Fatigue"
- The second is "down-3, Opponent takes Fatigue"
- And the third is "PIN or FIN, Penalty die and Opponent takes Fatigue"
At the start of the match, one wrestler (or tag-team) is determined to be the "Favorite" and the others are listed as "Underdogs".
Initiative: Starting the Match
To determine who starts the match, roll a six-sided die and consult the following chart.
Roll Condition
1 Quick: A wrestler's Agility rating is 2 points or more lower than the other
2 Smart: A wrestler has better chart ratings than the other
3 Mean: A wrestler has a lower Cage rating than the other
4 Strong: One wrestler's Power score is 2 points or more lower than the other
5 Heavy: One wrestler outweighs the other by 50 pounds or more
6 Favored: The Favorite
Start out at the number rolled and cycle down the list until you hit a condition that results in a clear winner. So, if you roll a "4" but neither wrestler has a Power rating 2 points lower than the other, move down to 5. If the wrestlers weigh about the same, then move down to 6. "6. Favored" should yield a result in all cases.
The wrestler who wins starts the match on Level 1 Offense.
The Match
- Everytime the opponent takes a "dazed-1", "hurt-2" or "down-3" result on defense, the wrestler moves that many spaces toward the end of the track. If the opponent rolls a "REVERSAL - 1" or "REVERSAL - 2" then the opponent moves that many spaces towards the end of the track.
- If the opponent rolls a "PIN" result on defense and the wrestler on offense is not at the end of the track, then the opponent rolls Pin as per LOW rules (using the Pin rating in parentheses). If the opponent kicks out of the Pin, then the opponent takes one point of Fatigue and the wrestler on offense advances a number of spaces on his track equal to the opponent's Pin rating in parentheses. So one space for an opponent with a "PIN 4(1)" and four spaces for an opponent with a "PIN 7(4)".
- If the wrestler on offense rolls a Finisher result and isn't at the end of the track, then the opponent takes one point of Fatigue and the wrestler on offense moves up on his track a number of spaces equal to his Finisher rating plus the opponent's Pin rating in parentheses.
- Any "add 1" moves, add one point of Fatigue to the wrestler on defense but they do not advance the wrestler any further on Offense.
- Chart results (such as "into the ropes", "into the turnbuckle", "out of the ring" and "deathjump") are resolved normally with the wrestler on offense moving up whenever the wrestler on defense rolls a decisive result. There is one caveat, however, if the chart result requires the wrestlers to re-roll or switch offense-defense more than once, roll a d6. If the roll is 1-3, then the Favored wrestler moves up one on the track and takes over on Level 2 Offense. If the roll is 4-5, then the Favored wrestler moves up two spaces on his track and takes over on Level 2 Offense. if the roll is a 6, then the Favored wrestler moves up three spaces on his track and takes over on Level 2 Offense.
So if a wrestler rolls "into the turnbuckle" and his opponent rolls on the chart and gets a reversal and then the original wrestler on offense rolls on the Turnbuckle chart and gets another reversal result… then a d6 is rolled and the Favored wrestler moves up. Same if multiple "leapfrog" results are rolled on the "into the ropes" chart. - If a wrestler rolls a "(pw)" move or an "(ag)" move against an opponent with a better Power or Agility rating, then the opponent moves up one space on the track before taking over on Level 2 Offense.
The End of the Track
When a wrestler reaches the end of the 12-space track he stops. It doesn't matter how he got there. There are three spaces past the end of the 12 space track:
- "move - 3, Both wrestlers take Fatigue"
- "down - 3, Opponent takes Fatigue"
- "PIN or FIN, Penalty die and Opponent takes Fatigue"
When a wrestler at the end of the track makes his next roll on Offense, he may move to the first space ("move - 3") if he rolls a move at level 3 like "flying dropkick - 3". He may move to the second space if, in response, his opponent rolls a "down - 3" result on defense. A wrestler may only move to the third and final space if he rolls a Finisher result on offense or if his opponent rolls a Pin result on Defense or on a chart.
On the first and second spaces, the opponent rolls his Pin regularly (adding in Fatigue). If he kicks out, the wrestler on defense takes Fatigue. If the wrestler on Offense was on the first ("move -3") space, then he also takes a point of Fatigue.
On the final space ("PIN or FIN") the wrestler on defense also rolls a "penalty die". This means the wrestler rolls three dice and takes the two worst ones as his Pin roll.
A wrestler does not have to accept a result at the end of the track. So, if a wrestler is at the end of the track and rolls "Big Right Hand - 3" on Level 2 Offense, he may choose not to move to the first spot at the end of the track if his opponent only rolls a "hurt - 2" result on defense. A wrestler can wait at the end of a track for as long as he wants. Mainly holding out for a better pin attempt.
When a pin is attempted at the end of the track, one of two things will happen. Either the wrestler on defense is pinned -- which ends the match -- or both wrestlers move back to the beginning of the track. When resetting the track, roll a six-sided die. If the result is higher than the wrestler on Offense's current total Fatigue, then he takes over at the start of the track on Level 2 Offense. If not, then redetermine initiative as described above in "Initiative: Starting the Match" and the winner takes over on Level 2 Offense.
Tag Team Matches
Tag Points
Tag-Teams get 4,3 or 2 points available to them based on how established the tag-team is. These points can be spent on the following:
- Make a tag when the team is on offense. This switches the offensive wrestler and pushes their opponent back one point on the track.
- Make a Pin Save. Roll on the Pin Save chart instead of rolling a PIn.
- Roll for a defensive tag when a "tag" result is scored on defense. The chance for making the tag is 4/3/2 just like the number of points the team gets at the start of a match. A roll of '1' is a hot tag and the defensive team moves up 1 point. A roll of '6' is a fail and the team on offense moves an extra space on their track.
- Roll on the double-team chart after a successful tag on Offense.
Free Tags
A tag-team may switch partners without cost after…
- Their opponent has rolled a "down-3" result before the end of the track
- Their opponent kicks out of a Pin attempt
- A wrestler rolls a "tag" result on Offense
Any switch of partners results in the opposing team's track going back one space.
Busted Open
On any potential cut move and generally any "out of the ring" chart result that requires a DQ roll, the wrestler in question must roll above their Cage rating on a d6 or take one point of Fatigue and have their opponent move one space on the chart. This signifies that a wrestler is now busted open. If a wrestler is busted open three times in a match, then the wrestler has a full crimson mask and the match will be stopped unless it is a feud match of some sort.
The only exception to this rule are wrestlers with a "1" cage rating. Some of these wrestlers (like "The Sheik" for instance) thrive on violent matches. For these wrestlers, they will be busted open normally if they roll a "1". But if they roll a "6", they will be busted open, suffer one point of Fatigue and move their opponent BACK 3 spaces on the track. Getting bloodied both hurts and helps them.
Variants
Here are some variations on the LOW rules and Fast-Play rules that I use.
Keeping Time
Generally I move the time up by one minute whenever I get a solid result, meaning whenever I get a clean end to an exchange. So while I won't move the time up for overtime I get a reversal or have to re-roll on a chart or roll on Offense or Defense after rolling on a chart, I do move the time up when I get a solid "dazed", "hurt", "down", FIN or PIN. This results in fairly quick matches and maybe a few more time-limit draws than I like. But it's an easy way of keeping time.
Disqualifications
I keep track of how many times a wrestler has been asked to roll DQ. On the third time, the wrestler is disqualified. I do not count DQ rolls that were avoided via Distraction.
Different Track Lengths
Just like in the Stamina System, starting wrestlers on space number 8 instead of 12 spaces from the end of the track can speed a match up. This can be good for matches with a short time-limit. Another variation is moving up the start point every time the wrestlers move back to the front. So they start the match on space 12, go all the way to the end and start on space 11 when they come back. This can also speed up a match and ramp up the drama at the very end as it becomes easier and easier for any one key move or mistake to cost the match.
What's Good Here
- Matches are fast. Whereas a card used to take me anywhere from an hour and a half to three hours, I'm now playing a full card in an hour or less. And I don't feel like I'm missing out on what I love about LOW. I use the cards as written. And matches are filled with the same kind of tension (maybe more).
- The decision point at the very end is really satisfying. If Gotch is already at the end of his track while SD Jones is still back on space 10, there's no reason for him to take a hit on a "move - 3" just to try and get a pin. It makes sense for him to bide his time and try to lure a "down - 3" or a "Pin" result out of Jones.
- On the other hand, if Jones is at the end of the track and Gotch is on space 4 and closing, Jones may really need to take that fatigue on the "move - 3" spot. It may be the only chance he gets to pin Gotch and moving both of them back to the start is a real incentive to keep someone like Jones in the match -- even at the cost of Fatigue.
- Finishers really finish the match. They don't happen randomly. They happen at the end of a track and they are very hard to get out of. They don't happen every match. But when they do, it's memorable and decisive.
- I think the Track helps the drama of the match. There's never a point where things just ping-pong from Level 2 Offense to Level 2 Defense and back again indefinitely. There's an endpoint and a second chance behind every die roll. It really provides (for me) an extra thrill.
What's Not
- It's easy for a wrestler to get hot with the dice and just run away with the match. This results in a sort of "squash" match… only a bit more prolonged. So you could have a 12 minute match where only one wrestler had any offense at all. I used to get that sometimes with LOW straight, so I don't know if it's a problem with this system. But it seems (to me) more pronounced when it happens. Maybe that's because the other matches tend to flow so well.
- Wrestlers with strong Level 2 Offenses are at an advantage. Wrestlers with a weak Level 2 Defense are at a disadvantage. Having a "down - 3" on Level 2 Defense can really suck. Having three "move - 3" results on Level 3 Offense can provide the makings of a monster.
More
I have a letter-sized "mat" that I can put into PDF format for anyone who's interested in giving this a try. Just PM me an email address and I'll try to get it to you.
Edit
I rearranged the order of the initiative roll. Put the wrong one in. Also tried to clarify a few items.