As an occasional amateur/wannbe game designer, let me put my thinking cap on for this and throw some ideas out there (read: brainstorming).
First off, we can look to TNM7, the TNM-MP rules, and some of the TNM7 plugins for basic ideas.
Terminology for the less geeky:
D6 is 6-sided dice; 2D6 is a pair of 6-sided dice
D3 is a 3-sided dice (or a D6 counting 1-2, 3-4, and 5-6 as results)
D100 is a pair of D10s
Or just use a random number generator -
www.random.org/Hiring ProcessTNM-MP has a simple but good system which I will copy & paste here with slight edits:
Free Agents are wrestlers that do not currently wrestle in a major or minor. Each circuit may attempt to hire up to 4 wrestlers per week.
Any circuit may also attempt to sign wrestlers already under contract with an indy circuit. Major/Minors gain exclusive use to an indy wrestler they successfully sign. Indys that sign wrestlers from other indys may only use that wrestler on days of the week that their other indys do not run a show.
To decide if a wrestler will join the circuit you need to roll a D6 and add some modifiers to it:
Circuit Type Modifiers:
+2 wanted by a Major
+1 wanted by a Minor
+0 wanted by an Indy
Roster Size Modifiers
-1 40 or more wrestlers already in circuit
-2 50 or more wrestlers already in circuit
-3 60 or more wrestlers already in circuit
Nationality Modifier
+1 wanted by a circuit from own country (ex: Japanese wrestler wanted by a Japanese circuit)
Competition Modifier
+1 The wrestler was just fired by, released by, or quit from a rival major/minor.
(ex: TNA signing someone just released by WWE)
The President will roll a normal D6 and add or subtract any modifiers as appropriate. If the result is a 5 or higher then the he joins the circuit. A roll of 1 always fails before any modifiers.
Each circuit may also attempt to bring in 1 new non-wrestler talent each week (manager, valet, announcer, etc).
AttendanceWe can use some of the basic stuff from the Arena plugin, which I will try to recall here.
You need at least three things:
1) Arena size, which can be generalized into some broad categories which is I think what Arena plugin does. It was basically bingo hall, high school gym, civic center, arena, stadium.
2) Circuit size, which can be generalized into some broad categories as per TNM-MP: major, minor, big indy, small indy. MP only used one indy category, but technically someone might run a really small local indy.
3) show size: house show (any non-televised show), TV taping, live TV, PPV.
So you need to multiple 1, 2, and 3 plus a random factor that will result in tiny attendance (100 or less?) for a small indy running a non-TV show in a bingo hall yet also tens of thousands for a major running a PPV in a stadium.
Probably also include a few attendance bonuses like:
mega PPVs (ex: Wrestlemania)
"hot period" (ex: running a WWF circuit circa 2000)
hometown hero (ex: show is in the hometown of the circuit's champion)
Wrestler StatsBefore we can determine who wins a match we need to give wrestlers certain attributes. We could use the exact same 4 stats used by TNM7, but I would make a few changes and simplifications.
Workrate: reflects purely their in-ring talent
5 = excellent (Benoit)
4 = good (Cena, Rock)
3 = average (most WWE guys today)
2 = bad
1 = awful (most WWE Divas, Jake Roberts wrestling while drunk)
Push: how often they win
5 = main eventer
3 = midcarder
1 = jobber to the stars (JTTS)
0 = jobber
Charisma: drawing heat, both cutting promos and in-ring charisma
5 = he shows up on TV and crowd instantly goes bonkers (Rock, Austin)
4 = hot
3 = over
2 = not over
1 = no heat
+1 hometown bonus (if show is in the wrestler's hometown)
There would need to be some kind of roll after interviews/matches to see if a wrestler's Charisma has gone up or down (this would be rare, but possible; 5 would be really hard to achieve).
Stamina: how long before they are gassed
5 = can go an hour and be fine
4 = above average
3 = average
2 = Ultimate Warrior (gasses easily, but can last with proper pacing)
1 = super fatass
Abilities/Modifiers:
Erratic / Spot Monkey: randomize workrate each match; may go -1, +0, or +1
IWC/Smark Darling: wrestler gets +1 Charisma in smarky cities (Philly, Long Island)
Champion: +1 Push if the wrestler holds a title
Who Wins:
Push + D3 for each wrestler/team
Highest number wins.
Tiebreaker #1 = highest Push.
Tiebreaker #2 = champion.
Still tied = match is a draw
How wins: Roll a D6
4-6 = via finisher (randomize if multiple finishers)
3 = via non-finishing move
2 = DQ
1 = countout
If a match participant is in a feud with another wrestler not involved in the current match, -1 to this roll (i.e. outside interference).
If the match loser has the Coward ability, roll an extra D6. If either D6 is a 1, the Coward loses the match via Countout (he walked out of the match). Otherwise, discard the result of the extra dice.
(This could and probably should use a D100 chart for a more extensive system of possible results, but this is just a quickie version.)
Match Rating:
Some combination of average Workrate, average Charisma, match length (longer matches generally better; max rating based on length), match length vs stamina (exceed your stamina and rating goes down because you're gassed), and a random factor. Desired result would be 0-5 (i.e. DUD to 5 star classic). Probably 2D6 (average the result, thus possible 1/2 stars) +/- modifiers.
No ShowsBefore a match, roll 2D6 for each wrestler. If you roll double 1's then the wrestler no-shows.
For a wrestler with the Unreliable ability, roll only 1 D6 when making their no-show roll (roll of a 1 = no show).
InjuriesAfter each match, make a D6 Injury Roll for each participant. Roll of 1 = injury.
Roll a D100 for each injured wrestler. If their opponent has the Sloppy Worker attribute, add +5 to the roll. Add the injured wrestler's Injury Prone stat to the roll. (Most wrestlers will start with an Injury Prone stat of +0.) Add +10 if the wrestler was injured on their first show back from a real injury.
1-5 = just bruised; misses any subsequent matches that show.
5-9 = kayfabe injury; can't wrestle for 1 week
10-14 = kayfabe injury; can't wrestle for 1 month
15-19 = kayfabe injury; can't wrestle for 3 months
20-24 = kayfabe injury; can't wrestle for 6 months
25-29 = real injury; can't wrestle for 1 week
30-34 = real injury; can't wrestle for 2 weeks
35-39 = real injury; can't wrestle for 1 month
40-45 = real injury; can't wrestle for 2 months
46-49 = real injury; can't wrestle for 3 months
50-54 = real injury; can't wrestle for 4 months & +1 Injury Prone stat
55-59 = real injury; can't wrestle for 5 months & +1 Injury Prone stat
60-64 = real injury; can't wrestle for 6 months & +2 Injury Prone stat
65-69 = real injury; can't wrestle for 7 months & +2 Injury Prone stat
70-74 = real injury; can't wrestle for 8 months & +2 Injury Prone stat
75-79 = real injury; can't wrestle for 9 months & +5 Injury Prone stat
80-84 = real injury; can't wrestle for 10 months & +5 Injury Prone stat
85-89 = real injury; can't wrestle for 11 months & +5 Injury Prone stat
90-95 = real injury; can't wrestle for 1 year & +10 Injury Prone stat
96-98 = real injury; career ending
99 = real injury; crippled
100 = real injury; died