An entry for game-fu 3 by Vitenka
Elements used:
Wanting vs Having
Tech is highest
Bennies spent on others
More than one die
Other players have input on your character
Author's Description:
Those who remain are the lazy, the unambitious - and those who prey on them.
Those who remain are the people who want to watch murder-TV.
And those who produce it...
Aesir Raven's review:

I've read MorTV, but I have to admit that I don't think I understand your system very well. I'm not a big fan of FATE because the whole "aspects" thing makes me feel a bit afloat -- I'm a more traditional gamer, I suppose, and I like to have the anchor of defined traits. Using player-defined skills in 1914 was a major step for me, one I was a bit uncomfortable with -- and one I mostly took to save myself the time I would have had to spend making up a skill list. More examples of play than just the one provided would have been a great help. A sample session would probably have made everything fall into place.

Also, character creation baffled me a bit. Everybody else gets to make up something about your character, but can also steal it? What's to stop someone from creating something they want for their own character, giving it to you and then saying, "No, that's me!" and taking it from you?

I do, however, love the premise. It's like The Running Man meets the assassination game players from Alastair Reynolds's Chasm City. It's brash, it's bold, it's ridiculous, it's salacious. It's beautiful. I would have a blast playing this game. I especially liked the sample settings provided for inspiration (one of which has some resemblance to Chasm City before the Melding Plague).

I liked the difference between wanting (Want) and having (Got). At first I didn't understand why you'd actually try to resolve your Want, but then I realized that you'd get a bigger Want to replace it (and, the first time around, the added Got Aspect too). Pretty clever, that.

With some solid in-play examples and (this is just an observation, not meant to offend) a strong editing job, I think there's some serious potential in here for a fast little stress-relief game. If I were judging, I'd give it an 8/10 for the wonderful thematics and premise, and a 4/10 for mechanics; the latter would be higher, but I can't quite make out how everything works, and is as high as it is mostly because of the flavorful Want/Got mechanism.

Hitting the elements

Okay, here we go:

Rating: 6/10