Mask_De_H wrote:
How is Hong Kong Action Theatre? It's one of those games I've only heard of in passing.
I don't know how much you've heard about it, but the central conceit is that you're all generating
actors who appear in the action movies that you play out as game sessions. So characters have the same basic stats in every "film" (adventure), but can have different skills and specialties (e.g., a big brawny guy might be cast as a pro football player in a modern movie -- and thus get a bonus to sports-related stuff for that adventure -- but become a leg-breaking thug in an Ancient China adventure and get crime connections for
that adventure.) The GM is supposed to concoct adventures with "roles" that any of the characters could get cast as, and the players bid on individual roles for each new adventure with Star Power, which is also used to raise stats, and do "script rewrites" during the course of the adventure. Besides gaining back Star Power at the end of a movie (a multiple of what you bid, based on how well you did in the role), you also get it back for doing ridiculous stunts.
The actual mechanics are pretty abstract: it's just Stat + Applicable Specialty + situational modifier + 1d20 vs an arbitrary difficulty level ranging from 10 (easy) to 40 (impossible). PC stats range from 11 to 20, specialties can be from 1 to 5, so it's pretty fast as long as you don't get hung up on picking difficulties.
Combat uses the basic mechanics, but with difficulties set based on how important the character is to the movie -- so it's extremely easy to shoot a mook in the eye from 100 yards away and hard to plug the Big Bad even if he's standing right in front of you. Initiative is based on 1d20 + Speed stat +/- weapon speed modifier. There's a slightly odd mechanic where you get additional "actions" based on how many points you beat the initiative difficulty of what you're doing by. Oh, and little drama rules like guns running out of ammo on low die rolls, rather than actually keeping track of how many shots you've used. I'm glossing over a few things here, but honestly not that much -- the entire rules section of the book covers maybe 30 pages of fairly large print with a lot of tables and illustrations.
I think the high concept of "characters as actors" is the main reason to look at the game; there's no real reason to use it with the mechanics provided, though (as opposed to Feng Shui or whatever) if that's what you prefer.