It's not reality TV, but it was low budget supernatural trash - Poltergeist: The Legacy. It was basically Chill the TV series. So I liked it for that. And Helen Shaver.
If a product introduces new concepts to me or reframes old ideas in a new and interesting way, I feel that I made a good investment in a RPG book. I get a LOT out of GURPS sourcebooks in this regard, for example.
If I can order a POD of the new version before the big DriveThru price hike, I'll probably do that. If I miss that cut-off, though, I won't (in point of fact, I'll probably never buy another POD from DriveThru).
I haven't really run into this for years, but I have had a DM who refused to reward creative thinking and punished characters for such because he didn't think he could/should deviate from module boxed text which, in the end, produced the same results as active antagonism. That campaign folded...
I'm diving back into what I feel is one of the greatest pulp adventure RPGs ever (White Wolf's Adventure!) and am looking to pick up some good genre books from other game lines for use as inspiration/research (I already own Pulp Hero and GURPS Cliffhangers). Are there any other genre books I...
I could be wrong, but this looks like Feng Shui and Wushu in that it's about recreating cinematic action, but not actual action movies. The two games that I mentioned are about recreating actual action movies (with players taking on the role of actors), not merely cinematic action.
Action movies aren't covered very well, IMO. In fact, for me, only Extreme Vengeance and HKAT really come to mind. Games like Feng Shui and Wushu ostensibly cover that ground, but they're more martial arts RPGs than action movie RPGs. The movie part is an important differentiation.
RuneQuest Classic limited edition core book, five copies of ba5ic from DriveThruRPG, and a copy of Sword Chronicle from DriveThruRPG (had to get those DriveThru orders in before the absurd price hikes kick in).
This is a big motivator for me. If the first printing of a game has excessive errata and the new version addresses that? Yes. I'll absolutely buy that new version.
This is not necessarily true. Plenty of games have risky magic that doesn't necessarily hurt "the party" (e.g. Shadow of the Demon Lord, WFRP, etc).
I don't see an issue with that.
I also don't see an issue with unbalanced magic (and never has D&D, really).
Mechanically, I feel that magic should be able to break the other rules of the game (hereafter referred to as "reality"). How much should magic be able to break reality? I prefer systems where risk is balanced with reward - the more you're (i.e. the caster) is willing to risk, the greater the...