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<blockquote data-quote="Solas" data-source="post: 1856560" data-attributes="member: 26074"><p><strong>Re: Know Your Role RPG</strong></p><p></p><p>Great to see that I've found a thread that has one of the lead game developers responding! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'd love to hear more about the game....to the other respondents on this topic, I can say that I was an owner of the WWF Adventure Roleplaying Game (too long a title, and I had NO idea what they meant by 'Adventure' Roleplaying....) and that while the basics of the wrestling concept remain the same from that game to this, they have to be. Matches are ALWAYS dictated by the momentum or 'Heat' one wrestler has over another. The mechanism for lifting always has to be there, and so does the pinning/submission rules. It's the IMAGINATION of the people playing is what makes it, however. I don't expect this to be appealing to someone who's not into wrestling. It just won't work. You need to have some sense of what you're doing for the game to flow properly.</p><p></p><p>That being said, I think a level-based system works as it can reflect the time spent as a character working their way up through the ranks. A Veteran Prestige Class works very well, and I suspect Hardcore and other more niche types will be either standard classes or something similar. I'm assuming a ranking system to qualify for a pay-per-view match or title shot will come into play as well, perhaps based on Reputation?</p><p></p><p>Genysys, were those classes your own doing or extrapolation from what we've seen so far? Btw, the official eight-page promo material flows well in the read, for mine. And there's no tables for moves, though -a- list explaining a nice range of moves would help. </p><p></p><p>To wit: <a href="http://www.deathvalleydriver.com/bbbowm/bbbowm.htm" target="_blank">http://www.deathvalleydriver.com/bbbowm/bbbowm.htm</a></p><p></p><p>is a comprehensive if somewhat outdated set of pages regarding wrestling moves. That was something I liked about the early 90's game. It was a good grounding for moves. </p><p></p><p>And....TONE COLD! TONE COLD! TONE COLD!! Sorry...I had to do that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I was a bit of a fan of Steve Austin in the day....but you mentioned that some things have changed since the original rules you outlined in that forum link? Is that what's gone into the preview PDF I found at Comic Images, or has there been some tweaking? I'm very interested to see if I can place an order soon with my store (I'll buy it for background and 'history book' purposes if nothing else) and I'd love to know more about it, especially multiclassing, etc. Not that I'm wanting to know everything before it's released or anything like that....*chuckles*</p><p></p><p>S.</p></blockquote><p></p>
[QUOTE="Solas, post: 1856560, member: 26074"] [b]Re: Know Your Role RPG[/b] Great to see that I've found a thread that has one of the lead game developers responding! :) I'd love to hear more about the game....to the other respondents on this topic, I can say that I was an owner of the WWF Adventure Roleplaying Game (too long a title, and I had NO idea what they meant by 'Adventure' Roleplaying....) and that while the basics of the wrestling concept remain the same from that game to this, they have to be. Matches are ALWAYS dictated by the momentum or 'Heat' one wrestler has over another. The mechanism for lifting always has to be there, and so does the pinning/submission rules. It's the IMAGINATION of the people playing is what makes it, however. I don't expect this to be appealing to someone who's not into wrestling. It just won't work. You need to have some sense of what you're doing for the game to flow properly. That being said, I think a level-based system works as it can reflect the time spent as a character working their way up through the ranks. A Veteran Prestige Class works very well, and I suspect Hardcore and other more niche types will be either standard classes or something similar. I'm assuming a ranking system to qualify for a pay-per-view match or title shot will come into play as well, perhaps based on Reputation? Genysys, were those classes your own doing or extrapolation from what we've seen so far? Btw, the official eight-page promo material flows well in the read, for mine. And there's no tables for moves, though -a- list explaining a nice range of moves would help. To wit: [url]http://www.deathvalleydriver.com/bbbowm/bbbowm.htm[/url] is a comprehensive if somewhat outdated set of pages regarding wrestling moves. That was something I liked about the early 90's game. It was a good grounding for moves. And....TONE COLD! TONE COLD! TONE COLD!! Sorry...I had to do that. :) I was a bit of a fan of Steve Austin in the day....but you mentioned that some things have changed since the original rules you outlined in that forum link? Is that what's gone into the preview PDF I found at Comic Images, or has there been some tweaking? I'm very interested to see if I can place an order soon with my store (I'll buy it for background and 'history book' purposes if nothing else) and I'd love to know more about it, especially multiclassing, etc. Not that I'm wanting to know everything before it's released or anything like that....*chuckles* S. [/QUOTE]
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