TEXT: Contenders 
  A ROLE-PLAYING GAME OF BLOOD & SWEAT, PAIN & HOPE. 
   
   
   
   
   
   
   
   
   
   
   
  By JJ Prince 
  
  Contenders 
  2 
   
  1, 
   
  2, 
   
  3, 
   
  4… 
   
  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. 
   
  I’m 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, I’m 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. 
   
  I’m on my feet again at nine. The ref hesitates for a split second. 
  “Ok,  box!” 
    
  Now feel the pain… 
  
  Contenders 
  3 
   
   
   
  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 
   
   
  
  Contenders 
  4 
   
  CONTENDERS is a role-playing 
  game dealing with the shady and 
  painful world of  boxing. 
   
  Each player takes on the role of a 
  boxer, a would be CONTENDER. 
  However, time is running out for 
  these pugilists, it’s now or never. 
   
  SETTING 
  The game can be set in any 
  country or era in which the sport 
  of  boxing is prominent and 
  represents a means of escape 
  from the gutter. Boxing tends to 
  have quite a gritty urban feel, so 
  it’s useful if the setting reflects 
  that. Some suggestions are: Las 
  Vegas (any era), Brooklyn during 
  the great depression, South 
  London in the seventies; an 
  Eastern block country during the 
  Cold War.    
   
  A CONTENDER’S life is governed 
  by four things: 
  • 
  PAIN 
  • 
  HOPE 
  • 
  CASH 
  • 
  REP 
   
   
   
   
  PAIN 
  PAIN is central to the game and 
  the themes explored.  
  PAIN represents far more than 
  mere physical suffering. PAIN is a 
  reflection of the despair and rage 
  each contender feels. PAIN is 
  integral to each CONTENDERS 
  existence. PAIN helps one fight 
  harder but ultimately leads to 
  self-destruction. 
   
  HOPE 
  HOPE is the light counter-balance 
  to 
  PAIN. HOPE keeps our 
  CONTENDERS going, it’s the HOPE 
  of something better that helps 
  them deal with the PAIN. In 
  CONTENDERS, 
  HOPE springs 
  f r o m  
  a  
  C O N T E N D E R ’ S 
  CONNECTIONS and winning 
  boxing matches.  
   
  CASH 
  It may be the root of all evil but 
  we 
  all 
  n eed  
  c as h. 
  In 
  CONTENDERS, 
  CASH does not 
  just represent money, CASH also 
  represents time and energy. But 
  in all honesty it’s mostly about 
  the green backs. CASH fluctuates 
  a lot over the course of the game. 
   
   
  
  Contenders 
  5 
  REP 
  A boxer’s reputation is all 
  important. The better known you 
  are the more CASH you can earn 
  from boxing matches. 
   
  As well as the primary four stats, 
  each CONTENDER is defined by 
  his (or less frequently her) in-ring 
  style.  
   
  Boxing style is described by four 
  in-ring traits: 
  • 
  TECHNIQUE 
  • 
  COVER 
  • 
  POWER 
  • 
  CONDITIONING 
   
  TECHNIQUE 
  This refers to the CONTENDER’S 
  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 
  CONTENDER’S defensive abilities, 
  how well they cover up and avoid 
  taking damage. Boxers with good 
  footwork tend to have high 
  COVER scores. 
   
  POWER 
  Pretty self-explanatory, powerful 
  pugilists hit hard and often win 
  by means of knock-out (KO).  
   
   
  CONDITIONING 
  Physical conditioning is of 
  paramount importance to boxers. 
  CONDITIONING represents 
  fitness, stamina, endurance, 
  willpower and tenacity. 
   
   
   
   
  Contenders 
  
  Contenders 
  6 
  CONTENDER CREATION 
  Once the setting has been 
  decided upon then each player 
  n ee d s  
  to  
  c re a te  
  t h ei r 
  CONTENDER. 
   
  Note there is no GM for 
  CONTENDERS, each player runs a 
  CONTENDER and plays NPCs as the 
  need arises. Although if you’re more 
  comfortable with the traditional role-
  playing approach then there’s no 
  reason one player can’t act as GM and 
  play all the NPCs.  
   
  Steps to CONTENDER creation: 
  1. 
  CONCEPT 
  2. CONNECTIONS 
  3. BEGINNING STATS 
  4. IN-RING STYLE 
   
  CONCEPT 
  Who is your contender? 
  Where does he come from? 
  Why does he fight? 
  What kind of an individual is he? 
   
  When you have the answers to 
  these questions write down your 
  CONTENDERS name and some 
  back-story. Don’t worry if you 
  can’t come up with much at this 
  point. 
  One proviso is that your 
  CONTENDER must be relatively 
  poor, as that’s part of the game. 
  E.g. Bob’s group have decided to set 
  the game in contemporary Glasgow. 
  Bob comes up with the idea of a 
  hard-faced wiry boxer called James 
  McGray aka “Jimmy the Fist”. 
  Jimmy is a local boy, desperate to 
  escape from the rest of the ‘schemies’.  
   
  CONNECTIONS 
  CONNECTIONS represent a 
  positive inf luence in a 
  CONTENDER’S life, someone or 
  something that gives him HOPE. 
  When a 
  CONNECTION is 
  conceptualised the player must 
  d e t e r m i n e  
  w h a t  
  t h e i r 
  CONTENDER’S eventual hope is 
  for that 
  CONNECTION and 
  conversely what their ultimate 
  f e a r  
  i s  
  re g a rd i n g  
  t h e 
  CONNECTION. 
  However, nothing in this life is 
  free and a proviso for 
  CONTENDERS is that each 
  CONNECTION desperately needs 
  CASH for some reason. Each 
  CONTENDER begins with a single 
  CONNECTION. Some examples of 
  CONNECTIONS: 
  An ill family member, a priest, a 
  fiancé in debt, a local orphan, a 
  business venture, a hooker with a 
  heart of gold; an elderly mentor.  
  
  Contenders 
  7 
  E.g. Bob’s decides that Jimmy’s 
  connection is his brother Jonathon. 
  Jimmy’s relationship with Jonathon 
  gives him hope in the bonds of 
  family. Jimmy’s ultimate hope is that 
  he and Jon can set up their own little 
  bar in a nice area of town. However 
  Jon is a heroin user and requires 
  money to pay off his dealers and feed 
  the monkey on his back. Jimmy’s 
  ultimate fear is that Jon will throw 
  his life away for the junk.  
   
  BEGINNING STATS 
  Each 
  player 
  sets 
  their 
  CONTENDER’S starting PAIN, 
  HOPE, CASH & REP. Players have 
  6 points to divide between the 
  Stats. 
  Each Stat must be at least 1. 
   
  E.g. Bob’s assigns his points as 
  follows: 
  Pain 2 
  Hope 2 
  Cash 1 
  Rep 1  
   
  IN-RING STYLE 
  Each player now sets their 
  C O N T E N D E R ’ S  
  s t a r t i n g 
  TECHNIQUE, COVER, POWER & 
  CONDITIONING.  
  Players have 10 points to divide 
  amongst the four in-ring traits. 
  Each must be at least 1. Traits 
  will fluctuate during play but can 
  never fall below 1 or above 9. 
   
  E.g. Bob’s assigns Jimmy’s scores as 
  follows: 
  Technique 3 
  Cover 2 
  Power 2 
  Conditioning 3  
   
   
  NPC POOL 
  After all players have created 
  their contender, each player is 
  encouraged to design a non-
  player character (NPC) boxer to 
  function as an opponent for the 
  PCs.  
   
  When creating NPC boxers 
  don’t bother naming them or 
  coming up with a back-story, 
  just assign Stats and in-ring 
  traits. 
   
  This will generate several 
  opponent templates, which can 
  then be used as the basis for 
  NPC boxers as and when they 
  are needed. 
  
  Contenders 
  8 
  PLAYING THE GAME 
  Each player in turn gets to set a 
  scene for their CONTENDER. This 
  can be done in any order, but 
  each player gets a scene before 
  any player gets a second scene. 
  How each scene turns out will 
  a f f e c t  
  a  
  C O N T E N D E R ’ S 
  development.  
  The active player can narrate 
  other CONTENDERS into their 
  scenes if they wish.  
  If NPCs are present during the 
  scene determine who will play 
  them, 
  if 
  there 
  is 
  any 
  disagreement then the player to 
  the left of the active player makes 
  the final decision.  
   
  SCENE TYPES 
  • 
  Connection  
  • 
  Thug Work 
  • 
  Training 
  • 
  Promotion 
  • 
  Fight 
  • 
  Miscellaneous 
   
  CONNECTION SCENES 
  These are important scenes as 
  they provide a contender with 
  HOPE. There are two types of 
  CONNECTION scene: establishing 
  a new CONNECTION or visiting 
  an established CONNECTION.  
   
  E s t a b l i s h i n g  
  a  
  n e w 
  C O N N E C T I O N 
  i s  
  f ai rly 
  straightforward, the player sets 
  the scene and describes who/
  what the new CONNECTION is 
  and their hopes and fears 
  regarding the CONNECTION.  
  The player then role-plays a 
  s c e n e  
  t o  
  s h o w  
  t h e i r 
  CONTENDERS involvement with 
  the CONNECTION. 
   
  Visiting 
  an 
  established 
  CONNECTION is slightly 
  different. In order to provide 
  hope, the CONNECTION needs 
  CASH. The player determines 
  how much 
  CASH they are 
  spending on the CONNECTION 
  this visit. Once again, the player 
  sets the scene. The player then 
  draws a number of cards equal 
  to the amount of CASH they 
  spent. Every red card counts as 
  a success. The player to their 
  left, representing the forces of 
  adversity, draws a number of 
  cards equal to the active player’s 
  PAIN, each red card counts as a 
  success. If the CONTENDER has 
  more successes, then there is a 
  hopeful 
  outcome. 
  The 
  contender gains a point of 
  
  Contenders 
  9 
  HOPE and the rest of the scene 
  should be role-played out to 
  reflect this positive outcome.  
  If the CONTENDER does not gain 
  more successes, but gains at least 
  one or if no-one gains any 
  successes then the scene has an 
  ambivalent outcome. The 
  contender gains a point of HOPE 
  and a point of PAIN. The rest of 
  the scene should be role-played 
  out to reflect this.  
  If the 
  CONTENDER gets no 
  successes, and the forces of 
  adversity get at least one then the 
  scene has a bad outcome for the 
  CONTENDER. They gain a point 
  of PAIN and no HOPE. Again, the 
  rest of the scene should be role-
  played out appropriately.  
   
  THUG WORK SCENES 
  These relate to the CONTENDER 
  taking shady jobs for ready CASH. 
  Typically this involves some sort 
  of work as a heavy. The player 
  sets the scene for thug work, 
  narrating who gave them the job 
  and what the job is. Thug work 
  cannot 
  involve 
  another 
  CONTENDER or one of their 
  CONNECTIONS.  The active player 
  draws a number of cards equal to  
   
  his current PAIN, red cards are 
  successes. The forces of 
  adversity oppose this PAIN check 
  by drawing a number of cards 
  equal to the amount of CASH a 
  CONTENDER is trying to earn 
  from thug work. If the 
  contender wins the check then 
  the job goes well, they get the 
  CASH. If the check is tied, then 
  the scene has an ambivalent 
  outcome, the job is done CASH 
  is gained but a point of PAIN is 
  also gained. If the contender 
  loses the check then the job 
  goes badly, no CASH is gained 
  but PAIN increases by 1. The 
  outcome should be role-played 
  appropriately.  
   
  TRAINING SCENES 
  CONTENDERS have gotta put 
  time in down the gym. Training 
  s c e n e s  
  a r e  
  p r e t t y 
  straightforward, the player sets 
  the scene, spends CASH equal to 
  the in-ring trait they want to 
  improve and narrates a training 
  montage (Eye of the Tiger is 
  optional). The 
  CONTENDER’S 
  appropriate trait improves by 1. 
  Anytime a CONTENDER trains 
  pick an NPC template and add 
  +1 to one of their in-ring traits.  
  
  Contenders 
  10 
  PROMOTION SCENES 
  These scenes always precede a 
  fight. Basically during a 
  promotion scene a CONTENDER 
  meets up with boxing promoters 
  and gets themselves booked in a 
  match.  The opponent can either 
  be 
  another of 
  the 
  PC 
  CONTENDERS (they must be in 
  the promotion scene), or an NPC 
  boxer. The fight purse split is also 
  negotiated during a promotion 
  scene. The purse will be half the 
  number of rounds scheduled, 
  with the majority going to the 
  victor. As with other scenes, the 
  active player gets to frame their 
  contender’s promotion scenes. 
   
  MISCELLANEOUS SCENES 
  Players are free to propose scenes 
  not covered by the other 
  categories. The only restriction 
  on the player’s control of a 
  miscellaneous scene is that no 
  scores may change. 
  FIGHT SCENES 
  Fight scenes are incredibly 
  important, after all that’s what 
  the game is about.  
   
  CONTENDERS can gamble CASH 
  on matches. All wagers must be 
  announced clearly before the 
  start of a match and to keep 
  things simple the odds are 
  always 1:1. For every 1 you 
  gamble you’ll get 2 back if you 
  win.   
   
  CONTENDERS may also bet 
  directly against one another if 
  they wish. 
   
  Try and involve all players in 
  each fight scene. If not boxing 
  then they can play NPCs or 
  have their CONTENDERS present 
  in the crowd, clutching betting 
  slips or perhaps giving a 
  personal commentary on the 
  match.  
   
  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. 
  
  Contenders 
  11 
  BOXING MATCHES 
  Matches in CONTENDERS are 
  broken down into rounds, like a 
  standard boxing match. 
   
  At the beginning of each round 
  both fighters choose their tactic 
  then reveal their choices 
  simultaneously.  
   
  There are four tactical options 
  per round: 
  • 
  Punchers’ choice (aggressive) 
  DOMINATE 1 - DAMAGE 5 
  • 
  Work off the jab (balanced) 
  DOMINATE 3 - DAMAGE 3 
  • 
  Bob & weave (defensive) 
  DOMINATE 5 - DAMAGE 1 
  • 
  Street style (illegal moves)  
  DOMINATE 4 - DAMAGE 4 DQ 
   
  After tactics are revealed a 
  DOMINATION check is made to 
  see who gets the better of the 
  round. 
   
  Each boxer draws a number of 
  cards equal to the DOMINATE 
  score of their chosen tactic, plus 
  their current TECHNIQUE score. 
  Red cards count as successes. If 
  one boxer scores more successes 
  than the other then they 
  dominate the round and do 
  damage to their opponent.  
  If the DOMINATION check is 
  tied then dominance is shared 
  between the fighters, and both 
  get to make a DAMAGE check. 
   
  A dominant fighter then makes 
  a DAMAGE check by drawing a 
  number of cards equal to their 
  chosen tactic’s DAMAGE rating 
  plus their current POWER score. 
  Their opponent can defend 
  against DAMAGE by drawing a 
  number of cards equal to their 
  current COVER score. As always, 
  reds are successes, each COVER 
  success subtracts one from the 
  damage successes. The number 
  of damage successes determine 
  the outcome of the round. 
   
  DAMAGE SUCCESSES 
  0 or less - the round is pretty 
  even, 0 VP 
  1-2 - the fighter gains a marginal 
  advantage, 1 VP. 
  3-4 - the fighter gains a 
  significant advantage, 
  perhaps even a knock-down, 
  2 VP. 
  5+ - the fighter overpowers his 
  opponent, winning by KO 
  or by the ref stopping the 
  fight, a technical knock-out  
  (TKO).  
  
  Contenders 
  12 
  NARRATING THE ROUND 
  After 
  damage 
  has 
  been 
  calculated, then the round is 
  narrated by whichever of the 
  fighters’ controllers drew the 
  highest card at any point during 
  the round. If the high card is tied 
  then compare second highest, 
  then third etc… to determine a 
  narrator. The round is narrated  
  to reflect tactics used and the 
  outcome.  
   
  NEXT ROUND 
  Assuming both boxers are still 
  standing, a new round begins.  
   
  A boxer may now impose a -1 
  trait penalty on an opponent for 
  each VP (victory point) he has 
  acquired through 
  DAMAGE 
  successes.  
   
  At the start of second and 
  subsequent rounds each boxer 
  subtracts 
  1 
  from 
  their 
  C O N D I T I O N I N G .  
  I f 
  CONDITIONING is already 0, then 
  a boxer subtracts 1 from all his 
  other in-ring traits.  
   
   
   
   
  DIRTY TACTICS  
  If a boxer is using street style, 
  then the narrator may decide 
  that the ref spots the dirty 
  tactics and issues a warning to 
  the offender, granting his 
  opponent a VP. If a fighter 
  receives 3 warnings during a 
  match then they lose the match 
  through disqualification (DQ).  
   
  GOING THE DISTANCE 
  If a match goes the distance 
  (lasts all the scheduled rounds) 
  then whoever has the most VPs 
  at the end will be declared the 
  victor. If VPs are tied then the 
  match is declared a draw.  
    
  BRINGING THE PAIN 
  Once per match, a boxer can 
  BRING 
  THE 
  PAIN upon his 
  opponent. When doing so he 
  gains a number of cards to his 
  DOMINATION check equal to his 
  current PAIN score. If he wins 
  DOMINATION then he also gains 
  a number of cards to his 
  DAMAGE check equal to current 
  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. 
  
  Contenders 
  13 
  BURNING HOPE 
  When things look really bleak for 
  a CONTENDER, he can sacrifice 
  part of himself to keep going. 
  A CONTENDER (not an NPC 
  boxer) may permanently burn a 
  point of HOPE at any time during 
  a match to restore trait damage. 
  The maximum amount of 
  damage that can be repaired per 
  HOPE spent is equal to the 
  CONTENDER’S current 
  HOPE. 
  Burning HOPE in this way is a 
  dramatic event and should be 
  role-played appropriately.  
   
  MATCH OUTCOMES 
  CONTENDERS’ attributes will 
  change depending upon how the 
  match turned out.  
   
  Winning a match +1 HOPE. 
   
  Losing a match +1 PAIN. 
   
  Each boxer also receives an 
  amount of CASH equal to their 
  share of the fight purse plus their 
  REP. If the match was drawn then 
  both fighters receive the losers 
  purse. If the match ended in a 
  DQ, then both fighters receive 
  one less CASH than normal. 
   
   
   
  ENDING THE GAME 
  When a 
  CONTENDER’S rep 
  reaches 9 then Endgame is 
  triggered. Each 
  CONTENDER 
  gets a final scene of their choice 
  (it cannot be a fight scene 
  though).  
   
  The next scene is automatically 
  a promotion scene in which the 
  big fight night is planned. All 
  CONTENDERS pair off according 
  to REP.  If there is an odd 
  number of players then the 
  player with the lowest REP faces 
  an NPC.  
   
  The big fights are played out as 
  any other match, except that  
  any HOPE gained from winning 
  is doubled. 
   
  After the big fights have been 
  concluded then the final act of 
  the game is each player 
  narrating their contender’s 
  epilogue. 
  
  Contenders 
  14 
  EPILOGUES 
  As mentioned previously, the 
  final act of play for each player is 
  to narrate an epilogue for their 
  CONTENDER. 
   
  There is one global constraint on 
  epilogues: they may not 
  d e p r o t a g o n i z e  
  a n o t h e r 
  CONTENDER.  
  This means, an epilogue cannot 
  be narrated in such a way that 
  undermines the emotional and 
  intellectual investment that other 
  players may have in a given 
  CONTENDER’S endeavours. A 
  typical violation of this 
  constraint would be a player 
  trying to narrate the death of 
  another CONTENDER or one of 
  their CONNECTIONS. 
   
  A CONTENDER’S epilogue is also 
  constrained based on their final 
  values for HOPE and PAIN. 
   
  If HOPE is greater than PAIN then 
  the 
  CONTENDER ultimately 
  triumphs over adversity!  
  Their hopes regarding their 
  CONNECTIONS come true and 
  they escape to a better life. 
   
   
  If HOPE and PAIN are equal then 
  the epilogue should retain an 
  air of ambivalence and 
  uncertainty. The CONTENDER’S 
  eventual hopes for their 
  CONNECTIONS are not yet 
  realised. 
  Nor 
  are 
  the 
  CONTENDER’S ultimate fears. 
  This epilogue can end 
  optimistically or darkly, 
  depending upon the narrator’s 
  preference.  
   
  If PAIN is greater than HOPE 
  then the 
  CONTENDER’S tale 
  ends in tragedy as their world 
  crashes down around them. The 
  CONTENDER’S ultimate fears 
  regarding their CONNECTIONS 
  all come to pass. This is a dark 
  and downbeat ending for the 
  CONTENDER and the narrator is 
  encouraged to make it as 
  emotional as possible.  
   
   
  -- THE END -- 
   
   
   
   
  
  Contenders 
  15 
   
  NAME 
   
  BACK STORY 
   
   
   
   
   
   
   
   
   
   
   
   
  IN-RING TRAITS 
   
  PAIN 
   
   
   
   
   
   
  TECHNIQUE 
   
  HOPE  
   
   
   
   
   
  COVER 
   
  CASH  
   
   
   
   
   
  POWER 
   
  REP 
   
   
   
   
   
   
  CONDITIONING 
   
   
   
  CONNECTION 
   
  ULTIMATE HOPE 
   
  ULTIMATE FEAR 
   
   
  CONNECTION 
   
  ULTIMATE HOPE 
   
  ULTIMATE FEAR 
   
   
  
  Contenders 
  16 
  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 
   
  CONTENDERS owes a good deal to Paul Czege’s 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 
  
SOURCE: textdata/thevault/Contenders/Contenders Corebook.pdf