WILD WORLD WRESTLING: Global Empire Wrestling
The bell rings on a brand-new wrestling empire. Create your superstar, chase championship gold, ignite rivalries, and make GEW history from night one!
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
1 player following this game
Weekly / Friday - 1:00 PM UTC
Session Duration / 3–4 hours
1 / 8 Seats Filled
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About the adventure
The lights come up. Six thousand fans are on their feet. Five championship belts wait without owners. And for the first time in history, the bell rings for Global Empire Wrestling. GEW is the dream of retired professional wrestler Raymond Rhodes—a heavily financed new promotion built in Chicago with world-class production, national ambitions, and something to prove. Rhodes knows better than most how quickly a wrestling career can disappear. A real-world accident ended his career just as he was reaching its heights. Years later, he has returned to the business with a different dream: build the wrestling company he always wanted to be part of. There are no established GEW legends. No dominant factions. No historic rivalries. No former champions. That's because you're here for Night One. Using the Wild World Wrestling Roleplaying Game, we'll create the first generation of GEW superstars and discover together what this promotion becomes. Your wrestlers will cut promos, battle rivals, form teams and factions, turn friends into enemies, connect with the crowd, and chase championship gold—all while creating the history future GEW wrestlers will someday talk about. Every championship begins vacant, and nobody is simply handed the honor of becoming its first champion. The GEW World Heavyweight Championship, Valkyrie World Championship, World Tag Team Championship, Libre Championship, and Imperial Championship will each be decided through inaugural tournaments beginning with GEW's very first shows. And you won't necessarily create just one wrestler. Each player can build a small roster of up to four characters: one primary superstar and as many as three secondary wrestlers. Create a dedicated tag team. Add a masked luchador to GEW's 225-pound-and-under Libre Division. Step into the Valkyrie Division. Build a monster heel, an electrifying babyface, or the strangest gimmick professional wrestling has ever seen. Your secondary wrestler might even become the breakout star nobody expected. That's part of professional wrestling. GEW begins with approximately fifty wrestlers, but nobody—not even Raymond Rhodes—knows who will become the face of the company. The dice, the audience, and most importantly the players will decide whose careers catch fire. This campaign focuses primarily on the fictional world presented on the wrestling show: matches, promos, championships, rivalries, betrayals, factions, tournaments, and spectacular wrestling moments. Backstage stories can happen, but this isn't primarily a game about contracts and real-world wrestling politics. It's about what happens when the entrance music hits. Veteran wrestling fan? Welcome. Never watched a wrestling show? Welcome. Experienced roleplayer or stepping into the ring for the first time? Welcome. The doors to GEW are opening. History starts when the bell rings.
Game style
Combat Heavy
Theater of the Mind
Roleplay Heavy
West Marches
Game themes
Meet the Game Master
Less than a year on StartPlaying
2 games hosted
Highly rated for: Beginner Friendly, Storytelling, Creativity
Average response time: 5 hours
Response rate: 100%
About me
I've been rolling dice, building worlds, and discovering just how badly plans can go wrong since 1987. My first RPG was Teenage Mutant Ninja Turtles & Other Strangeness. The friend who introduced me handed me a mutant rhino to play. I got him killed about twenty minutes later. Somehow, that didn't discourage either of us. About a year later, that same friend handed his Advanced Dungeons & Dragons 2nd Edition campaign over to me to run. I was 12 years old, sitting behind the screen and running a game for adults—and I've been playing and GMing ever since. More than three decades later, I still believe the best thing about this hobby is that there should be a place at the table for anyone who wants to be there. My table welcomes you. LGBTQ+ players are welcome. Neurodivergent players are welcome. First-time roleplayers are welcome. Lifelong gamers are welcome. You can arrive knowing the rulebook better than I do, or you can arrive having never picked up a set of funny-shaped dice before. I'll meet you where you are. You don't have to perform, know all the rules, do a voice, or be the loudest person at the table. You just need to be willing to share the table with everyone else. As a GM, I build living worlds where player choices matter. NPCs remember what you do. Factions pursue their own goals. Decisions have consequences. A person you helped six sessions ago may remember it when you desperately need a friend—and someone you crossed may remember that, too. I prepare deeply, but I don't prepare your decisions. I want to know the people, places, conflicts, and forces moving through the world well enough that when you do something I never expected, I don't need to force you back toward the story. We find out what happens instead. I love character-driven campaigns, difficult choices, mysteries, exploration, memorable NPCs, slow-burning storylines, and those wonderful moments when something seemingly insignificant from months ago suddenly matters. Combat can be dangerous and exciting, but some of the best sessions I've ever run have happened because the players found someone interesting and decided to talk. Your character's background isn't just decoration, either. Give me people they care about, things they regret, ambitions they haven't achieved, enemies they've made, or questions they haven't answered, and don't be surprised when some of those things become part of the world around them. But underneath everything I do as a GM is one principle: The game is bigger than any one person at the table—including me. The experience we're creating together is what matters. Every ruling I make, every storyline I introduce, every NPC I create, and every hour of preparation I put in is ultimately in service to that shared experience. The GM isn't above the game because they sit behind the screen. The most experienced player isn't above it because they've been playing for decades. The loudest personality isn't more important than the quietest. No character, storyline, clever idea, or individual moment matters more than the experience we're building together. The game belongs to all of us, and everyone at the table has a responsibility to make it better for everyone else. That's the social contract I bring to the table, and it's the standard I hold myself to first. I may create the world and set it in motion, but once we sit down together, what happens belongs to everyone. My job isn't to tell you my story while you roll dice inside it. My job is to give you a world worth entering, people and problems worth caring about, and the freedom to decide what your character does about them. I've been doing this since a mutant rhino met an unfortunate end in 1987. I'd like to think I've gotten a little better at it since then.
View Profile →Character creation
Creating your character
Like all of my games, this campaign will start with a dedicated Session Zero for character creation, using the standard rules of the Street Fighter system. Character backgrounds are encouraged, and will need to be submitted before the First Table.
What to expect
Preparing for the session
Players will need to join the Discord server where the game will be played.
What Bryon brings to the table
Wrestling! Cutting Promos! Running interference! It's a Professional Wrestling RPG, what do you expect? Rules will be mostly as written, but if we find something that we need to change, we will.
Homebrew rules
None at start.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Bryon creates a safe table
It's a Pro Wrestling game. Nonetheless, as in all my games, any concerns of comfort and safety with the game content will be discussed as part of Session Zero, and Monte Cook's RPG Consent Checklist will be used. My games carry an open door policy, we will debrief and do aftercare at the end of each session, and breaks will be available at all times if anyone needs one.
Content warnings
Safety tools used
