Project Update - 2024.03.25


OHHH OK... SO.

 It's been awhile since I publicly talked about this project. I'm still working on it. I was planning regularly posting stuff by now and would have been several updates into this project if I had kept on top of things. Instead I got interested in other stuff or sidetracked, or heavily focused on getting other stuff for this project done instead of releasing stuff... That's kinda just how I tend to work on things unfortunately. I guess it's a bad habit.

Anyway, today I was very inspired and decided to really iron out how I will be generating match results for this project. As I mentioned in my last update, it involves a dice system similar to a TTRPG (though it wouldn't make a good ttrpg system since it's design like a flow chart.) The way it works is a character is determined to "have momentum" and be the one on offense/in the spot light. They take a turn and go through a series of if-like statements that cause them to roll different stats. The narrative of the turn depends on results of the dice rolls, most of which will have both characters rolling opposing stats. Sometimes the other character may take the momentum and the narrative will shift on them.

This was partly inspired from reading and listening to playthroughs of the PbtA game, Worldwide Wrestling RPG (though the dice system is completely unrelated to PbtA) and learning about wrestling history in general. I will be blunt and say, I'm not a wrestling fan, but I do find a lot about it fascinating. Especially the incentive for high drama, which is what this series is meant to be.

Obviously, I wanted the fiction generator system to create those moments of High Drama so that I could write it accordingly. Why come up with a whole system instead of just writing off the dome like a normal people. Well, partly because I'm Just Like This, Okay?, but also It's Fun! I'm sure many of you have read battle manga and the like where the freaks have a spider chart of made-up-bull-shit stats that don't actually mean anything, right? What if those stats secretly meant something and actually the narrative was shaped by simulations of the stats? Wouldn't that actually be totally sick actually? (It would, maybe?)

That's partly what I want to do with this project. Speaking of, here's a dice result chart for when a character rolls to stay in the match even though they should have lost. Each time they succeed on this roll, the stat associated is decreased by 1 so they can't keep it up forever.

Hopefully stuff like this will create the sort of tension I hope to have future readers (and myself) experience.

No plans on when I'll start releasing stuff officially as of now. I want to get some more drafts finished and then find some beta readers to get some feedback first. If you're interested feel free to reach out to me.

Thanks!

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