Commissioner's Review of Know Your Role
Sept 15, 2005 17:23:01 GMT -5
Post by thefamoustommyz on Sept 15, 2005 17:23:01 GMT -5
Hey...
Did you guys hear about this?
Some kind of WWE pen and paper RPG. Its OGL, which may not mean much to most of you...but that means its based off the basic building blocks of the d20 system that powers the newest D&D and (unfortunately) 98.2% of all RPGs released since D&D3E dropped.
I have d20 bias. Just so you know.
First impressions...
I don't like the cover. Angle with the Ankle Lock on Bob Holly just doesn't seem like what I would put on the cover to sell the book. Especially since Holly's not actually IN the book.
I got the book today, and I see potential binding issues, which many other people have complained about already. The book is hardcover and full color, with glossy paper and retails for $40, though I got mine from Amazon.com for $24.87.
Lets break this badboy down...
You guys are familiar with Tony Lee and Cynthia Celeste Miller, the latter from all her CotG work and the former from his nice job pimping the book on these boards. They are not the only ones credited, but the only ones I had any recognition of before cracking open the book.
Chapter 1
This is the basics...what is role-playing, what is "Smash-Mouth Roleplaying", which is KYR's very own style of cooperative narrativist storytelling usually involving people playing multiple characters to fill out a fed.
A three-page example match of Angle vs Eddie Guerrero fills out this chapter, giving you a feel for the flow of the game.
Chapter 2, in which D&D becomes Pro Wrestling
Character creation is the only section of RPGs perhaps as important as combat. KYR tells you to create the gimmick first, then move to the stats. This is more suitable of you use the second of the two generation methods, which is point distribution for your attributes. Otherwise, you COULD have a concept spoiled by bad die rolls. Neither method (rolling four six sided dice six times, dropping the lowest die from each roll or distributing 20 points among your attributes) is given any particular favoritism. The die-rolling will provide more potential for greater variance, but will also create more characters who are "unbalanced".
The six attributes, for those of you who don't know D&D, are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each attribute is keyed to both a character class and a maneuver type in a sweet bit of game design.
From there, you also have Weight Class, which can be chosen or rolled for randomly, and provides additional ability modifiers (genetic giants will wind up stronger, cruisers wind up faster, etc). This is also the first discussion of lift checks, which are integral to most maneuvers, and tell how hard it is to knock a guy off his feet.
From there we move to classes and levels...a handy chart breaks down where each level of wrestler should be placed on the card, with main eventers not appearing until about level 10.
This section also describes the benefits of level, such as Reputation Bonus, Talents, Skills, Feats and Saving Throws (Fortitude, Reflex and Will, each of which are used to describe different ways of breaking submissions.)
Then they detail multiclassing, which the game also encourages. Pretty much the only incentive not to multiclass is that there are "Talent Trees", and you only get the higher end talents by a singleminded focus on that tree, which is balanced by the diversity of tricks from all aspects when multiclassing.
The six classes are Aerial, Power, Rough, Savvy, Technical and Manager. Most wrestlers won't wind up with many Manager levels, but each class has four talent trees which can be further used to differentiate wrestlers of the same class Although, the placement of the "Space Mountain" talent tree, which seems to be tailor-made for Ric Flair, has me curious as to how the KYR crew would stat him up.
Now, normally I would run screaming from the book at this point...("Wrestling?! With classes?!?! And levels!?!?")...but I must admit. Something about it seems to work. I'm sure someone signed a deal with Satan for this to be the case.
After nailing your class, you pick a Training Background, which provide their own bonuses and further differentiate the characters. There are Backgrounds in Athletics, Fitness, Entertainment, Martial Arts and more...the only thing I think was lacking was something that nailed the multitude of backyard wrestlers turned pro. I guess "Mat Wrestling", if you picked the right skills and bonus feat would work.
A breakdown of skills, what they are and how they work follows. The list is kinda big, but seems to pretty much only hit what's necessary for a wrestling RPG, including some new ones like Perform (Promo) and (Vignette).
The Feats are all wrestling specific, although some ore thinly disguised D&D staples, such as Can of Whup@ss, which is pretty much the Barbarian's Rage class feature, renamed and placed in a wrestling context. This originally appeared in the demo as Hulk-Up. I stress again at how impressed I am here, with Feats like Low Profile, which is used as a gateway for Upset-Minded, which can help you pull wins out of nowhere.
A character creation example follows, creating "Too Hot For TV" Maxwell Heath, a level 1 aerial superstar.
Did you guys hear about this?
Some kind of WWE pen and paper RPG. Its OGL, which may not mean much to most of you...but that means its based off the basic building blocks of the d20 system that powers the newest D&D and (unfortunately) 98.2% of all RPGs released since D&D3E dropped.
I have d20 bias. Just so you know.
First impressions...
I don't like the cover. Angle with the Ankle Lock on Bob Holly just doesn't seem like what I would put on the cover to sell the book. Especially since Holly's not actually IN the book.
I got the book today, and I see potential binding issues, which many other people have complained about already. The book is hardcover and full color, with glossy paper and retails for $40, though I got mine from Amazon.com for $24.87.
Lets break this badboy down...
You guys are familiar with Tony Lee and Cynthia Celeste Miller, the latter from all her CotG work and the former from his nice job pimping the book on these boards. They are not the only ones credited, but the only ones I had any recognition of before cracking open the book.
Chapter 1
This is the basics...what is role-playing, what is "Smash-Mouth Roleplaying", which is KYR's very own style of cooperative narrativist storytelling usually involving people playing multiple characters to fill out a fed.
A three-page example match of Angle vs Eddie Guerrero fills out this chapter, giving you a feel for the flow of the game.
Chapter 2, in which D&D becomes Pro Wrestling
Character creation is the only section of RPGs perhaps as important as combat. KYR tells you to create the gimmick first, then move to the stats. This is more suitable of you use the second of the two generation methods, which is point distribution for your attributes. Otherwise, you COULD have a concept spoiled by bad die rolls. Neither method (rolling four six sided dice six times, dropping the lowest die from each roll or distributing 20 points among your attributes) is given any particular favoritism. The die-rolling will provide more potential for greater variance, but will also create more characters who are "unbalanced".
The six attributes, for those of you who don't know D&D, are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each attribute is keyed to both a character class and a maneuver type in a sweet bit of game design.
From there, you also have Weight Class, which can be chosen or rolled for randomly, and provides additional ability modifiers (genetic giants will wind up stronger, cruisers wind up faster, etc). This is also the first discussion of lift checks, which are integral to most maneuvers, and tell how hard it is to knock a guy off his feet.
From there we move to classes and levels...a handy chart breaks down where each level of wrestler should be placed on the card, with main eventers not appearing until about level 10.
This section also describes the benefits of level, such as Reputation Bonus, Talents, Skills, Feats and Saving Throws (Fortitude, Reflex and Will, each of which are used to describe different ways of breaking submissions.)
Then they detail multiclassing, which the game also encourages. Pretty much the only incentive not to multiclass is that there are "Talent Trees", and you only get the higher end talents by a singleminded focus on that tree, which is balanced by the diversity of tricks from all aspects when multiclassing.
The six classes are Aerial, Power, Rough, Savvy, Technical and Manager. Most wrestlers won't wind up with many Manager levels, but each class has four talent trees which can be further used to differentiate wrestlers of the same class Although, the placement of the "Space Mountain" talent tree, which seems to be tailor-made for Ric Flair, has me curious as to how the KYR crew would stat him up.
Now, normally I would run screaming from the book at this point...("Wrestling?! With classes?!?! And levels!?!?")...but I must admit. Something about it seems to work. I'm sure someone signed a deal with Satan for this to be the case.
After nailing your class, you pick a Training Background, which provide their own bonuses and further differentiate the characters. There are Backgrounds in Athletics, Fitness, Entertainment, Martial Arts and more...the only thing I think was lacking was something that nailed the multitude of backyard wrestlers turned pro. I guess "Mat Wrestling", if you picked the right skills and bonus feat would work.
A breakdown of skills, what they are and how they work follows. The list is kinda big, but seems to pretty much only hit what's necessary for a wrestling RPG, including some new ones like Perform (Promo) and (Vignette).
The Feats are all wrestling specific, although some ore thinly disguised D&D staples, such as Can of Whup@ss, which is pretty much the Barbarian's Rage class feature, renamed and placed in a wrestling context. This originally appeared in the demo as Hulk-Up. I stress again at how impressed I am here, with Feats like Low Profile, which is used as a gateway for Upset-Minded, which can help you pull wins out of nowhere.
A character creation example follows, creating "Too Hot For TV" Maxwell Heath, a level 1 aerial superstar.