Project Documentation

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๐ŸŽญ Segment Simulation

Segment Simulation

Simulation is where your booking decisions cash in (or blow up in your face).

โ–ถ๏ธ How It Works for Players

When you simulate segments, youโ€™ll see:

  • Live match/segment commentary beats.
  • Part labels on multi-part segments โ€” each beat shows which booked part (Promo, Fight, Interview, etc.) is playing, so narration tracks your wizard card.
  • Segment performance feedback.
  • Crowd response shifts.
  • Injury moments when things go wrong.

Part-Driven Narration

Every booked segment part now draws its own pool of random beats. A promo part sounds like a promo; a fight part sounds like a fight โ€” the sim no longer mixes insult lines into a beatdown beat. Authored script lines you write in the Segment Wizard still play verbatim and take priority over random beats.

๐Ÿฆ Gorilla Position (Live Match Control)

During match simulation, you're in the Gorilla Position โ€” the backstage area just behind the entrance curtain where real promoters call audibles in real time. Use these tools to steer matches on the fly.

Use Gorilla Position sparingly. Strong pre-show booking followed by smart live calls gives the best results. Overusing it can hurt momentum and crowd reaction.

Available Actions

ActionWhat It Does
Change OutcomeFlip the planned winner mid-match. Use for surprise endings or when storyline direction shifts.
Call for FinisherSignal a wrestler to hit their finishing move now. Boosts crowd reaction if timed well.
Swap FinisherHave a different wrestler deliver the finishing spot. Useful when the original plan falls apart.
Early EndingBring the match to a close sooner than planned. Minimises wear on talent or adapts to injuries.
Call InterferenceSend outside talent in to change the course of the match. Adds drama but may draw heat for the wrong reasons.
Booking SwerveFire a surprise plot twist mid-match โ€” a sudden turn, reveal, or unexpected development.
End SegmentWrap up a non-match segment immediately.
Comic ReliefLighten the mood with a humorous spot or beat. Resets crowd tone after intense sequences.
Ambush CallTrigger a surprise attack during the segment. Great for angle advancement.
Disable WrestlerRemove a participant from the action โ€” simulates selling an injury or pulling them from the match.
Keep GoingOverride any automatic early-end triggers and instruct the match to continue.
Call Off MatchCancel the match entirely โ€” no result, no winner. Treat it as an angle or an emergency stop.

Interference Types

When you call interference, you can choose how it happens:

TypeEffect
Run-InA person runs in from outside and physically joins the action.
DistractionOutside party distracts a competitor without direct contact.
Weapon SpotA foreign object is introduced.
Manager InterferenceThe wrestler's manager gets physically involved.

Tick Send in anonymously to hide who it is. You still pick the real wrestler, but the narration credits "an unknown wrestler". The crowd pop is halved, and every active storyline the segment touches gets a +6 rating bonus.

๐Ÿš‘ Injury Moments

Injuries can happen during matches, especially in rougher stipulations.

When it happens:

  • Check the injury report.
  • Update future bookings fast.
  • Use Medical to monitor recovery timelines.

Simulation Tips

  • Don't book every match at maximum risk.
  • Keep your biggest stars protected unless the story demands danger.
  • Use post-show results to refine next week's card.
  • Reserve Gorilla Position calls for moments that genuinely need them โ€” surprise finishes, angle pivots, or real emergency adjustments.

See Also