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A fictional simulation
GM Mode: The Booking Desk
Book a card from the 193 bookable wrestlers in the database, and find out what the crowd made of it. The simulator judges execution and response separately — strong ring work does not guarantee a strong reaction, and it is not supposed to.
Opening the roster…
Who is in the locker room, and how they got there
The roster is 200 people, picked three different ways, because one way could not have produced it.
- The ranked 100. The top hundred of the GOAT ranking, entire. Not ranks 1 to 100 — a hundred distinct people, which takes the walk past rank 100, because one of the first hundred records is a second spelling of somebody already counted.
- 54 legends, by era quota. Drawn from the whole database rather than from a deeper slice of the ranking, and that distinction is the point. The ranking rewards a completed body of work, so everything past rank 100 skews hard modern: collecting 150 pre-2010 figures by taking ranks would mean taking 513 ranks and 363 modern wrestlers on the way. A quota per decade goes and gets them instead.
- 46 household names. A recognition test, not a rating test — the people somebody opening a booking sim goes looking for in the dropdown. Some of them the ranking places modestly, and that is the ranking working correctly rather than a fault to correct: it measures contribution to wrestling, and this list answers a different question. The Honky Tonk Man held the Intercontinental title longer than anybody and sits outside the top two thousand.
The era quota is filled only from wrestlers whose debut decade was actually researched. For most of the database the decade field records a first appearance in the PWI 500, and that list begins in 1991 — so a quota run over the raw column would look like an era balance while really sorting people by when a magazine noticed them. Filling it honestly means some decades cannot be filled at all, and the manifest says by how much rather than quietly lowering the target.
A handful of the people here are not wrestlers: managers, broadcasters and authority figures are on the roster and can never be booked in a match. They are kept rather than dropped because a sim with a commentary desk and a manager slot is a better sim.
What you actually decide
Booking used to be one choice: who is in the match. Everything else the engine weighs arrived as a fixed number, which made the desk a form rather than a game. Four of them are yours now, and each is scored against something you can see before you commit to it.
- How the match is worked. Technical, brawl, high-flying, short and hot, long and epic — or no instruction at all. Every call asks the workers for two specific things, so calling a mat classic for two brawlers is a real mistake and calling it for two technicians is a real edge. The weaker of the two counts double: an instruction is a choice, and one great hand does not carry somebody who cannot work that style.
- What the segment is for. Establish somebody, advance a feud, settle one, showcase a champion, give two stars the spot — or admit it is filler, which costs nothing and earns nothing. This is the largest single lever in the match formula, and it is scored against the booking you actually made: advance a feud between two people who have never met is a story you are claiming rather than one you built, and it is marked down for it. So is calling a title match filler.
- How long it runs. Inside a band per segment type, because a promo does not run forty minutes and a main event does not run four. Sixty per cent of a show's grade is weighted by duration, so the running order is not decoration.
- The shape of the whole card. A show that runs too long or too short, has no main event, puts a longer match before the top of the night, runs three of the same thing back to back, or turns into a talk show — each of those costs the night points, and the desk names the fault while the card is still editable. A penalty explained after the show is a post-mortem.
Every one of those rules is a function of the card and the history, and nothing else. No clock is read and no die is rolled: the same card in the same week of the same career resolves to the same night, whether you book it in one sitting or come back to it in six months. That is deliberate, and it is tested.
How a segment is judged
Two numbers, computed separately, because they answer different questions.
Execution weights in-ring work at 45%, psychology at 30%, selling at 15% and condition at 10%, then adds chemistry, how well the segment suits its purpose, and a little noise — and subtracts fatigue. Style across a match is 70% the average and 30% the weakest worker, so a great hand lifts a limited opponent without erasing the limit.
Response takes execution at only 35%, and the rest from how invested the crowd currently is in these people, what the story paid off, how fresh it felt, and how well it fits what your audience came for. A brilliant match in front of a crowd with no reason to care scores exactly as it should.
The noise is fixed for a given career, week and segment. Reloading the page will never change a rating, and neither will reordering your card — each segment keeps its own.
This page is a simulator. Wrestlers appear as the database records them; the shows, storylines and results it produces are invented by the player and the simulation, are not real events, and describe no real person's real conduct. It is not affiliated with any promotion. It is a free, unofficial fan reference — an unofficial fan tribute, made for fun. It is not affiliated with, endorsed by, or connected to World Wrestling Entertainment, All Elite Wrestling, TNA Wrestling, New Japan Pro-Wrestling, or any official rights holder of the promotions, championships and performers named.