IWC - Game balancing and version 1.2


I've now completed a little more playtesting and written up a separate 'play example' document which is available for download.

The focus of the playtesting was on checking matches were of the right length and making sure players were focussed on seeking a meaningful outcome (i.e. going for the win). 

Part 1 (The build up, start of match to momentum limit) Rather than roll lots of dice and calculate the results I used MS excel to generate a load of random numbers based on a starting wrestlers attribute scores (a level 1 vs level 1 wrestler) and then calculated how many moves it took to reach a momentum score of ten. The testing results showed an average of about 12 moves. Playing with higher level wrestlers and using in-game benefits would reduce this time overall. With a 25 move match limit, this felt ok. (50% build up and 50% to finish was my intention at the start)

Part 2 (The finish, reduction of momentum to end game result) Once the momentum score is reached, the aim of the game is to reduce your opponents momentum score to zero and get a pin. I tweaked a few of the success outcomes here to ensure momentum was reduced a little quicker and based on these adjustments, it took on average about 5 moves to bring the match to a conclusion. This was based on a fairly aggressive go for the win as quickly as possible. This may last a few more moves in reality if people are more defensive.

The random number generation meant this was a simple exercise in counting results but I'm happy where this landed. If we consider it takes say a minute to do a move (two people to roll some dice, compare results, narrate the outcome and note any score changes) then an average match would take 12+5 = 17 moves. Give or take a few more moves then 15-20 mins per match seems ok to me.

The only major rule change I made was to allow players to use in-game benefits at any stage of the match to add a bit more tactical options for the players. As some of these benefits related to pre-match conditions (opponent or match choice) then limiting these to when the momentum meter hit 10 (and you can use special moves) did not feel quite right.

In terms of a brief change log for version 1.2

  • Rule amendment, benefits can be used at any time in the match
  • Amended some of the success results for actions and special actions to make these more appealing to perform
  • Amended the reputation points calculation to penalise playing for a draw
  • Minor amendments to some text
  • Added a separate document with a gameplay example

I'm fairly satisfied with the current state of play based on my (admittedly solo and biased) playtest but I may tweak this further based on any additional feedback from independent sources. It would be great to see people try out the system and in particular try and  exploit the rules to see if these fall down anywhere. 

Feedback welcome from everyone, just pop a note on the discussion board if you fancy giving trying out the game. New version (1.2 now uploaded).

ND

Files

International Wrestling Championship 1.2.pdf 144 kB
Aug 02, 2020
International Wrestling Championship Play Example.pdf 119 kB
Aug 02, 2020

Get International Wrestling Championship

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