back case study // 01 - heels&faces

Combat is
the Story

My own pro-wrestling tabletop RPG, developed from over a decade in wrestling. I’m designing the rules, visual identity, character sheets and campaign materials.

Heels & Faces rulebook and character sheets on the brand red
timeline:2024 - present
role:designer
show runner
creator
disciplines:branding
game design
layout design
user experience
promo
marketing
status:ongoing
the pitch

Making the match tell a story.

I wanted the decisions in a match to build the characters and their rivalries. Wrestling gave me a useful starting point: a near-fall, reversal or run-in can change the direction of a story.

The design challenge has been keeping that drama while making the game easy to learn. Playtesting has led to substantial changes in both the rules and the character sheet.

the angle

Testing it with different players.

I explored existing systems before developing a custom one. The testing group has included wrestlers, experienced roleplayers, newcomers and players with aphantasia.

I’ve used those sessions to refine the dice rules and the information on the sheet, with particular attention to how new players learn the game.

oneMake Your Move

Players describe what their wrestler tries to do, from a grapple to a taunt or a dirty trick.

twoRead The Crowd

The rules resolve the move and track the crowd’s response.

threeThrow The Hook

Players build on the result to develop the match and their rivalries.

the gimmick

Two halves of the same fight.

The identity starts with wrestling’s heels and faces: villains and heroes. I used that contrast across the typography, colour and character presentation.

bad times don't last but bad guys do The Heel the villain you love to hate. breaks the rules. builds the heat. rules the ring from the wrong side of right.
a good man carries the people on his back The Face the underdog who fights their way to the top. they take the beating, earn that pop, and turn the crowd when it counts most.

The character’s choices affect their alignment and relationship with the crowd. That connection is central to the game’s design.

the identity

Photocopied, stapled, stuck to a wall.

I took the visual direction from photocopied wrestling posters: brush lettering, distressed type and a red, black and off-white palette.

Heels & Faces fight poster, a masked wrestler in halftone, pasted to a concrete wall
the tale of the tape

How the design changed.

These six versions show how the sheet changed as the rules developed. The latest approach puts guidance alongside the stats so players can learn while using it.

2yrsin development
6iterations
1custom system, built from scratch
Tuesday in a training ring, eye black still on
the gym, back in the day. heels&faces gets built the same way: reps, drills, and notes after every session. bruises now optional.
Character sheet, day one
2024

Day One

The early version used OSR principles and a custom kickout mechanic. This later developed into Resilience.

Character sheet, first playtest
2024

Playtest 1

The first tests gave each attribute benefits and drawbacks. That added more complexity than I wanted.

Character sheet, development
2025

Development

The rules became easier to teach and play in one session, but still needed a more distinctive resolution system.

Character sheet, the group
2025

The Group

A regular group tested the rules through an ongoing story. I revised the dice system between sessions.

Character sheet, cut off
2025

Cut Off

The resolution approach I wanted required a custom system, increasing the amount of development work.

Character sheet, comeback
2026

Comeback

I brought in more players and rebuilt the sheet to explain the rules alongside the stats.

the tale of the tape

What’s next.

The next step is a public Quickstart beta, alongside continued playtesting. Crowdfunding will help fund production once the scope and costs are clear.

follow the story

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