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:
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 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.
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:
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.
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.
