I started by putting together a list of inspiration matches; most of which being literal mask vs. mask matches, with a few mask vs. hair matches and career vs. career matches mixed in.
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After talking about it in the general ideas thread, I decided to move forward with this completely ridiculous idea and see what happens: The Pro Wrestling Game Slam 2K19. The premise is very simple: Make a game telling a story about the on-screen or off-screen world of professional wrestling.
A collection of wrestling LARPs is something I've held onto for a very long time; originally, I planned to try and make an anthology, but recently realized a game jam would be a better fit for the project.
Very excited to see what people come up with for the jam.
The other major advantage of a jam as opposed to a collection is, a jam presents the opportunity for spontaneous design--something I noticed a lot of during the Sad Mech Jam. People who said "oh, these games are cool, what about a game where..." and then made a game. That's something you couldn't really get making a collection, and something that I think is really valuable to the community/hobby as a whole.
I have been sitting on this idea for an anthology project for a long time, that I'm starting to wonder if might be better suited for a Game Jam?
The premise in a nutshell is, "Pro Wrestling RPGs." Tabletop RPGs and LARPs built around, or meaningfully involving, My Favorite LARP, Professional Wrestling.
I have several wrestling-themed games I've been meaning to finish that I've wanted to publish in an anthology together alongside works of other creators... but I'm starting to think that a Game Jam might be the better option. There are pros and cons to each approach, but I've never thought of it as a Jam before, and the idea is intriguing.
Echoing a lot of what has been said here already, I'm always a little more "on" for an Actual Play game, for better or for worse. If I'm off-the-mic, so to speak, I can retreat inward, think about my next move, snack on chips, or just be a silly bits monster if I want to be. That audience awareness is a powerful motivator in terms of how I approach a game or a character, and I think it's something that can be stifling, or it can be really empowering if a game, or a player, or a session, really makes the most of it.
Hi friends! I'm Jeff Stormer (He/His). I'm a podcaster, game designer, occasional pro wrestling referee and commentator, and the Unofficial Official LARPwright of the Olive Garden Restaurant.
I've been publishing smaller TTRPGs and LARPs on itch for awhile, before running a Kickstarter for Mission: Accomplished!, an RPG of super-spies an office meetings, last October.
I also host Party Of One, an actual play podcast focused on two-player roleplaying experiences--so if you've published a two-player RPG and you want to promote it on a podcast, let's chat.
Everything said here has been fantastic so far. I can't echo the comments enough.
The one thing I'd add is, a player count classification would be tremendously valuable, as a way to sort physical games across the entire category. It's something that isn't always readily apparent by description or tags, and can be a key selling feature for games designed towards certain group sizes. If I'm looking for single-player or two-player games, being able to quickly enter in that information would save me a ton of time.