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Contenders

A ROLE-PLAYING GAME OF BLOOD & SWEAT, PAIN & HOPE.

By JJ Prince
Contenders
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My vision returns at the count of five, I taste blood, my blood. The


roar of the crowd is deafening, they want more. They always want
more.

More blood, more pain.

Im kneeling as the ref gets to seven, I can see in his eyes that he
doesn't expect me to get up. Why would I?

Face more pain.

Now I see her, in the front row, tears black with mascara streaming
down her face, Im drawn to the eyes, deep pools, reflecting the pain.

My pain.

The moment seems to last an eternity. I needed that, that reminder of


hope. This is for you babe!

Bring the pain.

Im on my feet again at nine. The ref hesitates for a split second.


Ok, box!

Now feel the pain

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CONTENTS

OVEWRVIEW 4

STATS 4

TRAITS 5

CONTENDER CREATION 6

PLAYING THE GAME 8

FIGHT SCENES 10

BOXING MATCHES 11

ENDGAME 13

EPILOGUES 14

CHARACTER SHEET 15

INFLUENCES & LINKS 16

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CONTENDERS is a role-playing PAIN
game dealing with the shady and PAIN is central to the game and
painful world of boxing. the themes explored.
PAIN represents far more than
Each player takes on the role of a mere physical suffering. PAIN is a
boxer, a would be CONTENDER. reflection of the despair and rage
However, time is running out for each contender feels. PAIN is
these pugilists, its now or never. integral to each CONTENDERS
existence. PAIN helps one fight
SETTING harder but ultimately leads to
The game can be set in any self-destruction.
country or era in which the sport
of boxing is prominent and HOPE
represents a means of escape HOPE is the light counter-balance
from the gutter. Boxing tends to to PAIN . HOPE keeps our
have quite a gritty urban feel, so CONTENDERS going, its the HOPE
its useful if the setting reflects of something better that helps
that. Some suggestions are: Las them deal with the PAIN. In
Vegas (any era), Brooklyn during CONTENDERS, HOPE springs
the great depression, South from a CONTENDERS
London in the seventies; an CONNECTIONS and winning
Eastern block country during the boxing matches.
Cold War.
CASH
A CONTENDERS life is governed It may be the root of all evil but
by four things: we all need cash. In
PAIN CONTENDERS, CASH does not
HOPE just represent money, CASH also
CASH represents time and energy. But
in all honesty its mostly about
REP
the green backs. CASH fluctuates
a lot over the course of the game.

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REP
A boxers reputation is all POWER
important. The better known you Pretty self-explanatory, powerful
are the more CASH you can earn pugilists hit hard and often win
from boxing matches. by means of knock-out (KO).

As well as the primary four stats,


each CONTENDER is defined by CONDITIONING
his (or less frequently her) in-ring Physical conditioning is of
style. paramount importance to boxers.
C O N D I T I O N I N G re pres en ts
Boxing style is described by four fitness, stamina, endurance,
in-ring traits: willpower and tenacity.
TECHNIQUE
COVER Contenders
POWER
CONDITIONING

TECHNIQUE
This refers to the CONTENDERS
technical ability to land blows
and out-box their opponent.
Accurate fighters, with good
hand-speed and reach will have a
high TECHNIQUE score.

COVER
This trait refers to a
CONTENDERS defensive abilities,
how well they cover up and avoid
taking damage. Boxers with good
footwork tend to have high
COVER scores.

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CONTENDER CREATION E.g. Bobs group have decided to set
Once the setting has been the game in contemporary Glasgow.
decided upon then each player Bob comes up with the idea of a
needs to create their hard-faced wiry boxer called James
CONTENDER. McGray aka Jimmy the Fist.
Jimmy is a local boy, desperate to
N ot e t h e r e i s n o G M f o r
escape from the rest of the schemies.
CONTENDERS, each player runs a
CONTENDER and plays NPCs as the
need arises. Although if youre more CONNECTIONS
comfortable with the traditional role- C ONNECTIONS represent a
playing approach then theres no po s i t i ve i nf l u e n c e in a
reason one player cant act as GM and CONTENDERS life, someone or
play all the NPCs. something that gives him HOPE.
Steps to CONTENDER creation: When a C O NNEC TIO N is
1. CONCEPT conceptualised the player must
2. CONNECTIONS determine what their
CONTENDERS eventual hope is
3. BEGINNING STATS
4. IN-RING STYLE for that CONNECTION and
conversely what their ultimate
CONCEPT fear is regarding the
Who is your contender? CONNECTION.
Where does he come from? However, nothing in this life is
Why does he fight? free an d a proviso for
What kind of an individual is he? C ON TE NDERS is that each
CONNECTION desperately needs
When you have the answers to CASH for some reason. Each
these questions write down your CONTENDER begins with a single
CONTENDERS name and some CONNECTION. Some examples of
back-story. Dont worry if you CONNECTIONS:
cant come up with much at this An ill family member, a priest, a
point. fianc in debt, a local orphan, a
One proviso is that your business venture, a hooker with a
CONTENDER must be relatively heart of gold; an elderly mentor.
poor, as thats part of the game.
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E.g. Bobs decides that Jimmys Players have 10 points to divide
connection is his brother Jonathon. amongst the four in-ring traits.
Jimmys relationship with Jonathon Each must be at least 1. Traits
gives him hope in the bonds of will fluctuate during play but can
family. Jimmys ultimate hope is that never fall below 1 or above 9.
he and Jon can set up their own little
bar in a nice area of town. However E.g. Bobs assigns Jimmys scores as
Jon is a heroin user and requires follows:
money to pay off his dealers and feed Technique 3
the monkey on his back. Jimmys Cover 2
ultimate fear is that Jon will throw Power 2
his life away for the junk. Conditioning 3

BEGINNING STATS
Each player sets their NPC POOL
CONTENDER S starting PAIN , After all players have created
HOPE, CASH & REP. Players have their contender, each player is
6 points to divide between the encouraged to design a non-
Stats. player character (NPC) boxer to
Each Stat must be at least 1. function as an opponent for the
PCs.
E.g. Bobs assigns his points as
follows: When creating NPC boxers
Pain 2 dont bother naming them or
Hope 2 coming up with a back-story,
Cash 1 just assign Stats and in-ring
Rep 1 traits.

IN-RING STYLE This will generate several


Each player now sets their opponent templates, which can
CONTENDERS starting then be used as the basis for
TECHNIQUE, COVER, POWER & NPC boxers as and when they
CONDITIONING. are needed.

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PLAYING THE GAME
Each player in turn gets to set a Establishing anew
scene for their CONTENDER. This CONNECTION is fairly
can be done in any order, but straightforward, the player sets
each player gets a scene before the scene and describes who/
any player gets a second scene. what the new CONNECTION is
How each scene turns out will and their hopes and fears
affect a CONTENDERS regarding the CONNECTION.
development. The player then role-plays a
The active player can narrate scene to show their
other CONTENDERS into their CONTENDERS involvement with
scenes if they wish. the CONNECTION.
If NPCs are present during the
scene determine who will play Visiting an e st ab l i s he d
them , if there is any C O N N E C T I O N is s lig htl y
disagreement then the player to different. In order to provide
the left of the active player makes hope, the CONNECTION needs
the final decision. CASH. The player determines
how much CASH they are
SCENE TYPES spending on the CONNECTION
Connection this visit. Once again, the player
Thug Work sets the scene. The player then
Training draws a number of cards equal
Promotion to the amount of CASH they
Fight spent. Every red card counts as
Miscellaneous a success. The player to their
left, representing the forces of
CONNECTION SCENES adversity, draws a number of
These are important scenes as cards equal to the active players
they provide a contender with PAIN, each red card counts as a
HOPE. There are two types of success. If the CONTENDER has
CONNECTION scene: establishing more successes, then there is a
a new CONNECTION or visiting hopeful outcome. The
an established CONNECTION. contender gains a point of
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HOPE and the rest of the scene his current PAIN, red cards are
should be role-played out to successes. The forces of
reflect this positive outcome. adversity oppose this PAIN check
If the CONTENDER does not gain by drawing a number of cards
more successes, but gains at least equal to the amount of CASH a
one or if no-one gains any CONTENDER is trying to earn
successes then the scene has an from thug work. If the
ambivalent outcome. The contender wins the check then
contender gains a point of HOPE the job goes well, they get the
and a point of PAIN. The rest of CASH. If the check is tied, then
the scene should be role-played the scene has an ambivalent
out to reflect this. outcome, the job is done CASH
If the CONTENDER gets no is gained but a point of PAIN is
successes, and the forces of also gained. If the contender
adversity get at least one then the loses the check then the job
scene has a bad outcome for the goes badly, no CASH is gained
CONTENDER. They gain a point but PAIN increases by 1. The
of PAIN and no HOPE. Again, the outcome should be role-played
rest of the scene should be role- appropriately.
played out appropriately.
TRAINING SCENES
THUG WORK SCENES CONTENDERS have gotta put
These relate to the CONTENDER time in down the gym. Training
taking shady jobs for ready CASH. scenes are pretty
Typically this involves some sort straightforward, the player sets
of work as a heavy. The player the scene, spends CASH equal to
sets the scene for thug work, the in-ring trait they want to
narrating who gave them the job improve and narrates a training
and what the job is. Thug work montage (Eye of the Tiger is
c annot invo lve another optional). The CONTENDERS
CONTENDER or one of their appropriate trait improves by 1.
CONNECTIONS. The active player Anytime a CONTENDER trains
draws a number of cards equal to pick an NPC template and add
+1 to one of their in-ring traits.
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PROMOTION SCENES FIGHT SCENES
These scenes always precede a Fight scenes are incredibly
fight. Basically during a important, after all thats what
promotion scene a CONTENDER the game is about.
meets up with boxing promoters
and gets themselves booked in a CONTENDERS can gamble CASH
match. The opponent can either on matches. All wagers must be
b e an ot he r o f t he PC announced clearly before the
CONTENDERS (they must be in start of a match and to keep
the promotion scene), or an NPC things simple the odds are
boxer. The fight purse split is also always 1:1. For every 1 you
negotiated during a promotion gamble youll get 2 back if you
scene. The purse will be half the win.
number of rounds scheduled,
with the majority going to the CONTENDERS may also bet
victor. As with other scenes, the directly against one another if
active player gets to frame their they wish.
contenders promotion scenes. Try and involve all players in
each fight scene. If not boxing
MISCELLANEOUS SCENES then they can play NPCs or
Players are free to propose scenes have their CONTENDERS present
not covered by the other in the crowd, clutching betting
categories. The only restriction slips or perhaps giving a
on the players control of a personal commentary on the
miscellaneous scene is that no match.
scores may change.
A CONTENDER always receives a
CASH appearance fee for each
match they box. This fee is
equal to their REP (before the
match).

After having a fight a contender


gains +1 REP or +2 if they won.
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BOXING MATCHES If the DOMINATION check is
Matches in CONTENDERS are tied then dominance is shared
broken down into rounds, like a between the fighters, and both
standard boxing match. get to make a DAMAGE check.

At the beginning of each round A dominant fighter then makes


both fighters choose their tactic a DAMAGE check by drawing a
then reveal their choices number of cards equal to their
simultaneously. chosen tactics DAMAGE rating
plus their current POWER score.
There are four tactical options Their opponent can defend
per round: against DAMAGE by drawing a
Punchers choice (aggressive) number of cards equal to their
DOMINATE 1 - DAMAGE 5 current COVER score. As always,
Work off the jab (balanced) reds are successes, each COVER
DOMINATE 3 - DAMAGE 3 success subtracts one from the
Bob & weave (defensive) damage successes. The number
DOMINATE 5 - DAMAGE 1
of damage successes determine
Street style (illegal moves) the outcome of the round.
DOMINATE 4 - DAMAGE 4 DQ

After tactics are revealed a DAMAGE SUCCESSES


DOMINATION check is made to 0 or less - the round is pretty
see who gets the better of the even, 0 VP
round. 1-2 - the fighter gains a marginal
advantage, 1 VP.
Each boxer draws a number of 3-4 - the fighter gains a
cards equal to the DOMINATE s ig nif i c an t ad v an t age ,
score of their chosen tactic, plus perhaps even a knock-down,
their current TECHNIQUE score. 2 VP.
Red cards count as successes. If 5+ - the fighter overpowers his
one boxer scores more successes opponent, winning by KO
than the other then they or by the ref stopping the
dominate the round and do fight, a technical knock-out
damage to their opponent. (TKO).
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NARRATING THE ROUND DIRTY TACTICS
A f t e r d am ag e has b e e n If a boxer is using street style,
calculated, then the round is then the narrator may decide
narrated by whichever of the that the ref spots the dirty
fighters controllers drew the tactics and issues a warning to
highest card at any point during the offender, granting his
the round. If the high card is tied opponent a VP. If a fighter
then compare second highest, receives 3 warnings during a
then third etc to determine a match then they lose the match
narrator. The round is narrated through disqualification (DQ).
to reflect tactics used and the
outcome. GOING THE DISTANCE
If a match goes the distance
NEXT ROUND (lasts all the scheduled rounds)
Assuming both boxers are still then whoever has the most VPs
standing, a new round begins. at the end will be declared the
victor. If VPs are tied then the
A boxer may now impose a -1 match is declared a draw.
trait penalty on an opponent for
each VP (victory point) he has BRINGING THE PAIN
acquired through DAMAGE Once per match, a boxer can
successes. BRING THE PAIN upon his
opponent. When doing so he
At the start of second and gains a number of cards to his
subsequent rounds each boxer DOMINATION check equal to his
subtracts 1 from their current PAIN score. If he wins
C O N D I T I O N I N G . If DOMINATION then he also gains
CONDITIONING is already 0, then a number of cards to his
a boxer subtracts 1 from all his DAMAGE check equal to current
other in-ring traits. PAIN minus 1. Pain begets pain.
If a boxer KOs an opponent
when BRINGING THE PAIN then
he gains 1 PAIN despite winning
the match.
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BURNING HOPE
When things look really bleak for
a CONTENDER, he can sacrifice ENDING THE GAME
part of himself to keep going. When a CONTENDERS rep
A CONTENDER (not an NPC reaches 9 then Endgame is
boxer) may permanently burn a triggered. Each CONTENDER
point of HOPE at any time during gets a final scene of their choice
a match to restore trait damage. (it cannot be a fight scene
The maximum amount of though).
damage that can be repaired per
HOPE spent is equal to the The next scene is automatically
CONTENDER S current HOPE. a promotion scene in which the
Burning HOPE in this way is a big fight night is planned. All
dramatic event and should be CONTENDERS pair off according
role-played appropriately. to REP. If there is an odd
number of players then the
MATCH OUTCOMES player with the lowest REP faces
CONTENDERS attributes will an NPC.
change depending upon how the
match turned out. The big fights are played out as
any other match, except that
Winning a match +1 HOPE.
any HOPE gained from winning
Losing a match +1 PAIN. is doubled.

Each boxer also receives an After the big fights have been
amount of CASH equal to their concluded then the final act of
share of the fight purse plus their the game is each player
REP. If the match was drawn then narrating their contenders
both fighters receive the losers epilogue.
purse. If the match ended in a
DQ, then both fighters receive
one less CASH than normal.

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EPILOGUES If HOPE and PAIN are equal then
As mentioned previously, the the epilogue should retain an
final act of play for each player is air of ambivalence and
to narrate an epilogue for their uncertainty. The CONTENDERS
CONTENDER. eventual hopes for their
CONNECTIONS are not yet
There is one global constraint on realised. Nor are the
epilogues: they may not CONTENDERS ultimate fears.
deprotagonize another T his e pilo gu e can en d
CONTENDER. optimistically or darkly,
This means, an epilogue cannot depending upon the narrators
be narrated in such a way that preference.
undermines the emotional and
intellectual investment that other If PAIN is greater than HOPE
players may have in a given then the CONTENDERS tale
CONTENDERS endeavours. A ends in tragedy as their world
typical violation of this crashes down around them. The
constraint would be a player CONTENDERS ultimate fears
trying to narrate the death of regarding their CONNECTIONS
another CONTENDER or one of all come to pass. This is a dark
their CONNECTIONS. and downbeat ending for the
CONTENDER and the narrator is
A CONTENDERS epilogue is also encouraged to make it as
constrained based on their final emotional as possible.
values for HOPE and PAIN.

If HOPE is greater than PAIN then -- THE END --


the CONTENDER ultimately
triumphs over adversity!
Their hopes regarding their
CONNECTIONS come true and
they escape to a better life.

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NAME

BACK STORY

IN-RING TRAITS

PAIN TECHNIQUE

HOPE COVER

CASH POWER

REP CONDITIONING

CONNECTION

ULTIMATE HOPE

ULTIMATE FEAR

CONNECTION

ULTIMATE HOPE

ULTIMATE FEAR

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CONTENDERS owes a good deal to Paul Czeges MY LIFE WITH MASTER


www.halfmeme.com
Thanks to Paul for coining the term deprotagonize. Great word!

And some ideas in CONTENDERS can be traced back to my original


24hr rpg PILEDRIVERS AND POWERBOMBS
www.princeofdarknessgames.com/piledrivers__powerbombs.htm

CONTENDERS was created for the Ronnies October 2005

More info here:


www.24hourrpg.com

www.indie-rpgs.com

www.1km1kt.net/24hourrpg

If you enjoyed this game please check out


www.princeofdarknessgames.com
For my other indie-rpgs
Any thoughts, questions or comments?
Please let me know.
shadowofpod@hotmail.com
Happy gaming!
- JoE

2005
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