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Action Movie World vs Kids on Bikes

Compare Action Movie World and Kids on Bikes side by side. See differences in complexity, dice, genre, cost, and more.

Action Movie WorldKids on Bikes
GenreModernHorror, Modern
Play StylePlaybook-Driven, Cinematic, Fiction-First, Narrative, One-Shot Friendly, Fast Sessions, Comedy, Combat-Heavy, Martial Arts, Player-Only Rolls, Pulp ActionBeginner-Friendly, Cinematic, Collaborative, Worldbuilding, Mystery, Atmospheric, One-Shot Friendly, Theater of the Mind, Narrative, Roleplay-Heavy, Drama, GM-Friendly
Core MechanicRoll 2d6 + stat. On a 10+ the move succeeds completely, on 7–9 it succeeds with a catch, on 6 or less it fails and the Director makes a move. Players choose an Actor Playbook (their star persona across all films) and a temporary Script Playbook (the genre of the current movie), gaining moves from both. Only players roll dice — the Director never rolls.Six stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative — there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens.
Dice2d6d4–d20
ComplexityLowLow
AccessibilityLowMedium
RunnabilityLowMedium
LicensePowered by the ApocalypseProprietary
Cost$$$
PublisherFlatland GamesHunters Entertainment / Renegade Game Studios
Year20152018
Best ForGroups who want short, high-energy sessions that celebrate the cheesy action movies of the 1970s through 1990s, playing actors whose careers span multiple genres of film.Groups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs.
HighlightsDual-layer playbook system — Actor Playbooks define a star's brand while Script Playbooks define the genre of each movie, so campaigns shift between kung fu, cop, barbarian, and other action subgenres. Lead actor mechanic grants one character plot immunity per movie, mirroring action film conventions. Star Power and experience track an actor's career across multiple films. Movies run in 2–4 sessions, making each one a self-contained arc within a longer campaign.Pre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecards
ConsiderationsMeta-narrative framing (playing actors playing characters) requires buy-in and may confuse groups expecting straightforward genre play. No free rules or quickstart available. Script Playbooks in the core book cover six subgenres — groups wanting genres outside those six must create custom scripts.Combat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcs