Action Movie World vs R'lyehwatch
Compare Action Movie World and R'lyehwatch side by side. See differences in complexity, dice, genre, and more.
| Action Movie World | R'lyehwatch | |
|---|---|---|
| Genre | Modern | Horror, Modern |
| Tags | Playbook-Driven, Cinematic, Fiction-First, Short Sessions, Comedy, Martial Arts, Player-Only Rolls, Pulp Action | Rules-Light, Comedy, One-Shot Friendly, Short Sessions, Player-Only Rolls, Weird |
| Core Mechanic | Roll 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. | Players roll a pool of 1–3 d6s against a target difficulty (4 for easy, 5 for average, 6 for hard). Every challenge starts with 1 die: add a second if the challenge matches the character's stat (Agile, Brawny, or Crafty), and a third if their role applies (The Veteran, Rookie, Medic, Gizmo, Detective, or Weirdo). Success means at least one die meets or beats the difficulty. Players spend luck tokens to invoke a perk and lower the difficulty by 1, and recover luck by letting their quirk cause a problem (raising the difficulty by 1). Grit tokens absorb failure consequences; a character who runs out of grit is removed from the scene. The referee never rolls dice during a challenge: they choose the stat and difficulty, then narrate the outcome. Extended challenges (chases, fights, infiltration) deplete a shared pool of effort tokens, one per success. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Low | Very Low |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 3 of 5 book tools |
| License | Powered by the Apocalypse | Proprietary; third-party license and SRD permit derivative works |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Flatland Games | Hedgemaze Press / Third Chair Games |
| Year | 2015 | 2023 |
| Languages | English | English |
| Best For | Groups 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 a quick, comedic cosmic-horror RPG that pairs Baywatch-style melodrama with the Cthulhu Mythos. Tuned for pickup play and 2-4 hour sessions, with three tonal modes (Casual, Standard, Horror) that retune lethality without changing the core rules. |
| Highlights | Dual-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. | Three difficulty targets and a 1–3 d6 dice pool make up the entire resolution system. Three tonal modes (Casual, Standard, Horror) adjust grit recovery rate, retuning the same rules from sitcom-style play to deadly survival horror without changing any mechanics. All heroes share a universal Slow Motion quirk: narrating a slow-motion moment recovers a luck token but raises the current challenge's difficulty. Adventure generator combines random Objective, Location, and Complication tables for pickup scenarios; also includes an Elder Gods & Cults table, a Monster Maker, and a mapped Sunset Hills setting. |
| Considerations | Meta-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. | Mechanically minimal: no advancement track beyond optional luck and grit cap increases, no gear lists, no tactical combat structure. Pacing assumes 2–4 hour sessions rather than multi-arc campaigns. Setting is anchored to Sunset Hills, California; running the game elsewhere requires reskinning the included cult, NPC, and location tables. Three difficulty values and a maximum 3-die pool give coarse resolution: granular skill differentiation is not the design. |