
Day One
The early version used OSR principles and a custom kickout mechanic. This later developed into Resilience.
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.
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.
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.
Players describe what their wrestler tries to do, from a grapple to a taunt or a dirty trick.
The rules resolve the move and track the crowd’s response.
Players build on the result to develop the match and their rivalries.
The identity starts with wrestling’s heels and faces: villains and heroes. I used that contrast across the typography, colour and character presentation.
The character’s choices affect their alignment and relationship with the crowd. That connection is central to the game’s design.
I took the visual direction from photocopied wrestling posters: brush lettering, distressed type and a red, black and off-white palette.
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.

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

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

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

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

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

I brought in more players and rebuilt the sheet to explain the rules alongside the stats.
The next step is a public Quickstart beta, alongside continued playtesting. Crowdfunding will help fund production once the scope and costs are clear.
