Let's Read - Action Movie Physics Core Rules
Posted: Tue Jul 14, 2026 1:21 am
I was at the high volume used bookstore closest to me (now 90 minutes away instead of 10 - they closed their Knoxville location) looking at the RPG section and I saw this book:
Flipping through it I saw there was a lot of white space and the attributes looked like a D&D clone, so nothing immediately jumped out at me as a reason to pick up a physical copy, but I always maintain a morbid curiosity to see what the state of play is with published TTRPGs, and after getting home I found a PDF copy for $15 online; I figured at that price it was at least worth the review.
John Watts is the sole author credit, with weapon descriptions by Erin Palette. There are five art credits for interior art with most of the pieces being provided by Bradley Warnes. There's an editor, and a cover designer (who also is the cover artist). That's Stephanie McAlea giving us this almost Jason Stratham looking MFer.

My guess for the source of inspiration
There's nothing wrong with an RPG being short, but the over-exhaustive Table of Contents combined with the amount of white space makes it FEEL like it's trying to convince you that it's far more substantial than it actually is.
Immediately after the Table of Contents end, we dive in to Characteristics. While this is important information for building a character (which starts on page 35 and we talk about Characteristics AGAIN) this is a new system - it really ought to have some type of description of play, or overall explanation of they types of characters you would expect to see. It probably also should be EXPLICIT in talking about how you make an action game that features an ensemble cast. You can have a bad boy. You can maybe even have Bad Boys.
But once you get past two characters, the number of action movies you can find drops pretty significantly. There are Adventure Plots starting on page 136 - and we'll evaluate them when we get there - but it's a real shame to see people following the format of the D&D Player's Handbook when they're introducing a new game in a single volume.
Anyways, I hope you're ready to dive in with me, and we'll see if there's anything in here worth the visit!
Flipping through it I saw there was a lot of white space and the attributes looked like a D&D clone, so nothing immediately jumped out at me as a reason to pick up a physical copy, but I always maintain a morbid curiosity to see what the state of play is with published TTRPGs, and after getting home I found a PDF copy for $15 online; I figured at that price it was at least worth the review.
John Watts is the sole author credit, with weapon descriptions by Erin Palette. There are five art credits for interior art with most of the pieces being provided by Bradley Warnes. There's an editor, and a cover designer (who also is the cover artist). That's Stephanie McAlea giving us this almost Jason Stratham looking MFer.

My guess for the source of inspiration
That's all that we get before we launch directly into character creation. I mean, we get the Table of Contents. It's 9 pages long and it pretends there's more to the book by listing everything exhaustively. Like instead of saying 'Specific Actions' on page 58, it also lists Special Attack, Targeted Blow, Knockout, Pin, Break, Throw and Stand as sections in their own right, also all on page 58.About this Book
Welcome to Action Movie Physics!
Action Movie Physics is a game intended to allow you and your players to play in the world of an action
movie. The system used in this game will allow for action packed chases, harrowing combat scenes, and
the ability of your character to be heroic. Action movies are, by their very nature, action packed and full
of adventure and this game will provide that experience!
What you have in front of you is the core rulebook. This will give you the basics of how to run an Action
Movie Physics game. Here we will give you character generation, skills, cars, weapons, and much more in
order for you to run an Action Movie Physics game or to create a hero of your own to allow you to
become part of the action. All you will need is a pair of six-sided dice, a pair of ten-sided dice, a
character sheet, a pencil, these rules, and your imagination.
Action Movie Physics allows you to be the hero!
There's nothing wrong with an RPG being short, but the over-exhaustive Table of Contents combined with the amount of white space makes it FEEL like it's trying to convince you that it's far more substantial than it actually is.
Immediately after the Table of Contents end, we dive in to Characteristics. While this is important information for building a character (which starts on page 35 and we talk about Characteristics AGAIN) this is a new system - it really ought to have some type of description of play, or overall explanation of they types of characters you would expect to see. It probably also should be EXPLICIT in talking about how you make an action game that features an ensemble cast. You can have a bad boy. You can maybe even have Bad Boys.
But once you get past two characters, the number of action movies you can find drops pretty significantly. There are Adventure Plots starting on page 136 - and we'll evaluate them when we get there - but it's a real shame to see people following the format of the D&D Player's Handbook when they're introducing a new game in a single volume.
Anyways, I hope you're ready to dive in with me, and we'll see if there's anything in here worth the visit!














