Post by James Ranger on Aug 28, 2020 20:10:37 GMT -5
(Revised 1/20/21)
Examples of promos at minimum length / acceptable promos (Television/Conquest Championship):
First Impressions
Look Mr. Pretty Boy
We Will Rise
Examples of promos at mid-range strength(Intercontinental Championship) :
Voodoo Priest
A Broken Man
Running With A Pride Of Lions
Pendragon and Jester...
Dropping The Blayde
Examples of promos at upper range strength (World Championship):
"No $ell"
Mercy
The Real Day of Reckoning Is Coming
READY OR NOT, HERE COMES REXCELLENCE
Above are examples on a scale...of what promos should look like to be solid. I say solid because there are additional factors, that are present in each of those promos. The further up you go up the ladder, the more of those factors kick into effect on deciding if you are the winner or if your opponent is the winner.
"A good roleplay is not necessarily a very long roleplay, but it should cover some key elements; Discuss your match and opponent, focus on your character development and stay consistent. It is a roleplay that is not too short, has some content and is fun to read."
Looking at that range provided, those are by definition are good promos to me. I read them at a brisk pace, i don't feel like im going backwards to reset due to spelling, grammar, something that threw me off. The basic knowledge of how to write a short story or essay, is a fundamentally required when writing your promos. You are telling a story thru a fictional character that should get someone's attention.
Note the different styles of promos written. There's no WRONG style of promoing, being unique is part of what helps your character get noticed, get the push you're looking for, get booked more often than someone else. Consistency in you posting promos helps in the long run. If posting only one promo for the card is your limit, you're making very hard to decide what is best for your character booking afterwards.
Balance your quality AND quantity.
Also take note at how i categorizing the "strength" of the promo. Based on length alone, i've made clear what would beat a promo of lesser strength. I am willing to accept two paragraph promos as the minimum effort, but if you're looking to be a champion, you need to step it up to justify the wins given to you.
The match outcome mostly (but not always) depends on the quality of your roleplay/flash or strategy. We usually favor the person who writes better, not the person who writes more/later or the person who succeeds in winning a feud conversation. But this does not mean the person who writes more/later or the person who succeeds in winning a feud conversation cannot win. Factors like effort and strategies are considered too, but only count for 10% to 15% the most.
Strength Table (powerful to weak)
1 Good Roleplay
2 Moderate roleplay
3 Good strategy
4 Lousy Roleplay
5 Lousy strategy
6 Did not send anything.
The higher the rank in the strength table, the higher the chance for you to win the match. For example: a moderate roleplay beats a good plan.
A good roleplay is not necessarily a very long roleplay. It is a roleplay that is not too short, has some content and is fun to read. However, a very good roleplay which is only 5-lines long would lose to a very boring long roleplay because the boring roleplay still has boring content and the 5-line roleplay has nearly none.
I will be going into further detail on strategies once i find some examples.
*Subject to Change*
Examples of promos at minimum length / acceptable promos (Television/Conquest Championship):
First Impressions
Look Mr. Pretty Boy
We Will Rise
Examples of promos at mid-range strength(Intercontinental Championship) :
Voodoo Priest
A Broken Man
Running With A Pride Of Lions
Pendragon and Jester...
Dropping The Blayde
Examples of promos at upper range strength (World Championship):
"No $ell"
Mercy
The Real Day of Reckoning Is Coming
READY OR NOT, HERE COMES REXCELLENCE
Above are examples on a scale...of what promos should look like to be solid. I say solid because there are additional factors, that are present in each of those promos. The further up you go up the ladder, the more of those factors kick into effect on deciding if you are the winner or if your opponent is the winner.
"A good roleplay is not necessarily a very long roleplay, but it should cover some key elements; Discuss your match and opponent, focus on your character development and stay consistent. It is a roleplay that is not too short, has some content and is fun to read."
Looking at that range provided, those are by definition are good promos to me. I read them at a brisk pace, i don't feel like im going backwards to reset due to spelling, grammar, something that threw me off. The basic knowledge of how to write a short story or essay, is a fundamentally required when writing your promos. You are telling a story thru a fictional character that should get someone's attention.
Note the different styles of promos written. There's no WRONG style of promoing, being unique is part of what helps your character get noticed, get the push you're looking for, get booked more often than someone else. Consistency in you posting promos helps in the long run. If posting only one promo for the card is your limit, you're making very hard to decide what is best for your character booking afterwards.
Balance your quality AND quantity.
Also take note at how i categorizing the "strength" of the promo. Based on length alone, i've made clear what would beat a promo of lesser strength. I am willing to accept two paragraph promos as the minimum effort, but if you're looking to be a champion, you need to step it up to justify the wins given to you.
The match outcome mostly (but not always) depends on the quality of your roleplay/flash or strategy. We usually favor the person who writes better, not the person who writes more/later or the person who succeeds in winning a feud conversation. But this does not mean the person who writes more/later or the person who succeeds in winning a feud conversation cannot win. Factors like effort and strategies are considered too, but only count for 10% to 15% the most.
Strength Table (powerful to weak)
1 Good Roleplay
2 Moderate roleplay
3 Good strategy
4 Lousy Roleplay
5 Lousy strategy
6 Did not send anything.
The higher the rank in the strength table, the higher the chance for you to win the match. For example: a moderate roleplay beats a good plan.
A good roleplay is not necessarily a very long roleplay. It is a roleplay that is not too short, has some content and is fun to read. However, a very good roleplay which is only 5-lines long would lose to a very boring long roleplay because the boring roleplay still has boring content and the 5-line roleplay has nearly none.
I will be going into further detail on strategies once i find some examples.
*Subject to Change*