:-)ĭear both Sams, I wanted to thank you for "Escape from Dino Island"! It is short, fun and remarkably straight to the point in its premises. ![]() You could have people come back to the same island a la Jurassic World or explore a new island with the same characters a la Lost World.īasically - go for it! And then let us know how it goes. Basically, run the first game as normal and then write a new questionnaire (or just come up with answers) for each sequel as you go. It's actually really hard to break this game, so don't stress it. Also you know the source material well, so if your instincts probably won't lead you astray - trust your gut and do what feels fun!Īnother option is to reimagine your campaigns as a film series, and run several one-shots set in the same world/featuring the same characters. I don't want this to sound daunting, though! Most of those rules are there to help keep the adventure-movie pace/structure, so it shouldn't break anything to mess with them. You might also find yourself wanting to make some additional moves as situations come up. The endgame (the mechanics assume a one-shot's worth of stories).advances (when to dole them out, what to do when they run out).managing obstacles (adding new ones, reupping them).The places where you may need to make some changes are: That said, I think it wouldn't be hard to do some DIY tweaks to run a short campaign and I have some thoughts!įor starters, without changing anything, there’s a lot of built-in flexibility to make the game longer as DM (by making travel more perilous, adding more encounters and challenges, etc.). Sam and I are working on some material for longer-form play, but I would definitely not wait on us - this is a side project for us so it's a slow process. Out of the “box,” Escape from Dino Island is calibrated for a one-shot or maybe a couple of sessions. Thanks for asking - we love hearing about people using Escape from Dino Island for the first game they run! Hope this clarifies things! And thanks for playing - glad you had fun with the game! If we were to make a revised or expanded edition, we'd probably rework them to be more clearly strong recommendations, mostly because I don't really think a game needs to adopt a bossy tone, even when it's understood that players have complete freedom to do as they please. When it doesn't, whatever, I'm not your boss! Ignore me!Īlso, speaking purely from personal preference, I've always found the way Powered by the Apocalypse games structure the DM section as "rules" rather than "guidelines" (Ours isn't the first game to do this!) to be freeing in a counterintuitive way - it lets me feel like I'm playing the game too, rather than "creating a story" or whatever and it makes it easier to feel comfortable hitting the PCs hard. "How can I twist this reveal to make it 'mysterious'?" or "Wait, does this NPC I'm introducing have something useful to offer and a personal goal?" will almost always result in more compelling situations. So the goal is to give DMs really robust guard rails and encourage them to think hard before ignoring them. ![]() It's especially true in a no-prep one-shot like Escape from Dino Island. And I know from experience, it's pretty easy to come up with an idea that seems good, only to realize you've backed yourself into a corner or stalled the game's momentum. That said, the thinking is this: As a DM, you're making up a lot on the fly. (In fact, I've been a player in games where the DM went off-book and it went great!) And obviously, as you say, nobody's going to show up to your door and arrest you if you do something that isn't listed there. To be honest, with a few years' hindsight, I think it might have been a bit excessive. Coming out of the film and television industry, we're suckers for adventure stories that blend survival, mystery, and intrepid heroes - like Jurassic Park, Lost, and Half-life - and we're excited to bring them to our - and your - gaming tables. We're Sam Tung and Sam Roberts, two similarly named friends who've been collaborating and gaming together for years. IMPORTANT NOTE: Please download the playsheets even if you purchase the game - they're important for actually playing Escape from Dino Island and contain additional information and tools that aren't in the game book! About Us Will you escape with your life? And what kind of person will you become in your quest to survive? There’s only one way to find out…ģ-6 players. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option. Players take on the role of everyday people who are brave and competent, but also in over their head. ![]() ![]() Escape from Dino Island is a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age- dinosaurs!
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