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Wrestling Psychology - Please Read if you get the chance!

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Johnny_Danger
Vice Captain

PostPosted: Tue Sep 08, 2009 11:42 am


The_Kid_Extreme
These are some basic things I think eveyone should know about wrestling roleplays.
Rivalries
For one thing: In order to start a rivalry, all parties involved must be in agreement on all terms of it this includes, who's in it, how it starts, how long it runs, and how it ends. Rivalries need a real reason to start, not just 'because I wanted to' or 'I don't like who he's roleplaying as' it needs to be something like, they were in a controversial match or something. In a rivalry, the Heel will most likely be the one interrupting the matches of the Face, not the other way around! Sure, you can retaliate, but a good guy doesn't sneak up on the opponent, especially just for no reason. A rivalry will usually consist of a few victories for the heel, maybe a few small ones for the face, and then a big pay off for the Face in the end.

Selling
Let's face it: eve if it isn't a finisher, you aren't going to get straight up after a power bomb, or if you've been locked in a figure-4 leg lock for five posts, you aren't going to be running at full speed. You need to sell the moves that you are hit by. I don't want to see:

Quote:
Lived is hit by a Rydin' clothesline and jumps back to his feet

That is wrong, because the Rydin's clothesline is a power move, not to mention that Lived is only a lightweight, there is no way he could get hit by that and just get up.
Here is a good example:

Quote:
Alex Ryder is chokeslammed by Demon and lies still on the floor for a while.


Surprise attacks/after match assaults
This almost goes along will selling, if someone tries to get a surprise attack on you (like, say backstage or during a promo), or if they try and attack you after the match, which is usually also a surprise attack, you will most likely not see it coming or be able to reverse it. Face it, you're character doesn't have 360 vision, you can't see behind you.
Bad Example:
*Kyle Extreme is cutting a promo bashing the underworld*
Quote:
Lived attempts to jump from behind Kyle and hit a springboard Deal with the Devil.
Kyle pushes Lived off of him.

Kyle would not be able to see this attack coming, so he would not have enough time to react from when Lived made actual contact and when the move would go into full effect.
Good Example:
*Psycho is being interviewed and is bashing Maniac*
Quote:
Maniac attempts to hit Psycho with a flying clothesline from off-screen.
Psycho is hit by the clothesline and falls back on the floor.

You see, this is a good example because Psycho would not see Maniac coming.

Godmodding
Godmodding is when you either automatically claim a hit without it being a legitimate auto-hit, take control of your opponent's character, avoid/reverse every move your opponent uses, or do not allow your character to be hurt by moves (see selling).
Here is a bad example:

Quote:
Lived hits Alex Ryder with a Deal with the Devil, he then attempts a pin.

This is very wrong, even though he attempted to get the pin, he still automatically claimed that the first move hit. While there are some situations where the opponent shouldn't be able to get out of the move, these are very rare, and then, its up to the opponent's judgment.
Here is a good example:

Quote:
Psycho attempts to leap off the ropes into a lionault onto the downed Kyle Extreme, if this is successful, he will attempt a pin.

This is a very good example because Psycho attempts the move, even if he had hit Kyle with a powerful move before that, say the twister, his finisher, he still needs to attempt, even if Kyle shouldn't be able to dodge, he also attempts to pin after the move, which he attempted.

Fatigue
Fatigue is when you've been in a long and grueling match, or when you've been beaten up badly, face it, if you take two finishing moves, you will most likely not be able to get up from all that. IF you've been locked in a submission move for a long time, the area it focused on will still be hurt. I will try to order the match cards better so you know when your match is in relation to the others. If you've already been in a match, you aren't going to be running out at 100% to defend your partner later on. This specifically is something you need to watch in Hardcore matches.

Momentum
This sort of couple with fatigue, though acts more as an opposite. Momentum, for those of you that don't play the video games, is sort of gaining steam during the match in order to get ahead and preform more powerful moves. You aren't going to be able to preform a powerful move as soon as the match begins. Not only that but, and I'm sure many people have gone though this before, you cannot attempt a finishing move every other move, seriously, I think I speak for everyone when I say this is annoying, unrealistic, and just plain dumb.


Taken from NWWA, I haven't written this and the examples aren't mine.
PostPosted: Tue Sep 08, 2009 11:45 am


Beta Flyer
Freakshow88
Ok, I'm going to go on a little rant about he people don't exactly understand wrestling psychology, and maybe enlighten some ignorant people on there lack of psychology. Because, I'm starting to get tired of fifty people interfering in a promo they have nothing to do with, and only because they want to look like a bad a**/ rebel.

Feuds:
First of all. In a feud, the heel should be in control of the god damn fued. He should be doing all the beat downs, sure the face can retaliate, but is should be less successful. The only time a face should the the genuine revenge is at the climax of the fued. If the face does get revenge before the climax, the heel should do something back, except maybe a little bit more underhanded. If this happens, the climax will mean a lot more. its fine if the face attacks the heel backstage, but it shouldn't be from behind, it should be upfront, and then separated. Give the face something to lose, pride, his job, money, a girl, anything. I know this all sounds like it makes it more fun for the heel, but the face should normally win in the end, unless your...Putting someone over

Putting Someone Over:
Alot of people dislike putting the guy who is supposed to be on a roll, over. Say there is a guy who is supposed to be a monster, a psycho or something of the sort. When he comes out for the debut, don't have your character get all in his faces, and try takeing him down, especially if your characters a heel. Have the character get out of the ring when he makes his interest, or if he's a face, have him act kind of nervous. Unless there gimmick wouldn't have them do so. (Like if the characters insane and doesn't know better, or has a history with him.

Badasses:

Eveeeryone wants to be the badass. Im ok with it, I don't like it but im OK with it. What I don't like is that people don't give them social or mental weaknesses. I would say there Mary Sues. The only flaws they do have are the ones that make them look cool. If a heel is so cool, then why don't the fans just cheer him, and if the face is so vicious, then how is he a face. My character, is has a slightly dark persona, BUT, he's a disgusting human being, and paranoid. So please, give your character some UN redeeming quality's. Infact, the funnest person to RP is someone you wouldn't want to meet in real life

The Flow Of A Match:
don't do big moves in the very beginning of the match. Start the match up with standard wrestling (Lock up, into a takedown, head scissors out of the take down, kip up, face off) Almost halfway through, start doing little spots. Every match, or atleast hardcore match should have only one big spot, or even no spot at all. If you have a whole bunch of brutal spots, they seem less important because, the one before may have been better and you cant top that. And if I hear, I RP as Jeff Hardy, as an excuse, I'm going to kick a infant.

Promos~!:

Is it just me, or does it seem like everytime someone does a debut promo, or a stable promo, or any god damn promo. Someone always has to come out to put themselves over, and effectively ruin the flow of the promo. I know interrupting promos will improve the "Rebel Gimmick" That everyone seems to have. But it's not exactly needed, It's increasing your characters reputation of being a bad a**, but it'll also make you seem like an a*****e OOC. Only do it, if your setting to debut and you don't have a match, then make sure its an open challenge. To many promos have been ruined because of someone wanting to be a every single segment they could possibly be in. In the words of Lex Luger IM PISSED NOW!

Debuts:

Well...Put the guy over. The debut match is a show case of the wrestlers talent. Not a showcase of the other guys awesomeness, the person making the debut is a new addition to the roster, not a squash match. Put as much personality into the character as possible. Also, try not to do double debuts, someones going to lose someones going to win. But, sometimes someone can be put over by losing, it's hard to do though.

Asking for a title shot:

First of all, its more acceptable for a heel to ask for a title shot, because it makes him seem like he wont work for the shot (But only if you come in knowing its simply for heat purposes, and your not serious about it. The thing that I do hate, is Faces asking for title shots, and they say that the fans are behind it. Now how does it make since, that the heel is asking for a title shot and he's begging and whining when a face does it he's asking for what he deserves.


Age

STOP! I'm not saying that you can't be young. Just if you are young. For christ sakes act young. Your a new guy, so in a match, show off that your a rookie, and you make mistakes. If your RP'ing in a pro circuit, dont be too young. I know, there are some young guys in The E, but there all JOBBERS! Limit your 18-22 year olds to the indys. Also why are they ********! Most guys around that age also are puny, but alot of people make them mounds of muscle. Also alot of times, the younger characters have "Veteran instinct" But I doubt a 20 year old is a seven year veteran.

Johnny_Danger
Vice Captain

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Basics Of Roleplay

 
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