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Chronicles of Darkness vs Escape from Dino Island

Compare Chronicles of Darkness and Escape from Dino Island side by side. See differences in complexity, dice, genre, cost, and more.

Chronicles of DarknessEscape from Dino Island
GenreHorror, ModernModern, Scifi
TagsAtmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM SupportOne-Shot Friendly, Survival, Mystery, Playbook-Driven, Rules-Light, Fiction-First, Low-Prep, Strong GM Support, Cinematic, Exploration
Core MechanicBuild a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10.Most moves call for a roll of 2d6 plus the stat or modifier the move names, usually FIT, CLEVER, or STEADY. A 10+ is a full success, a 7–9 succeeds with a drawback or hard choice, and a 6 or less is a miss that hands the Dino Master a move. When several Heroes act together, one rolls for the group: the one worst placed during Peril Moves, or the one best placed during Safety Moves.
Diced10 dice pool2d6
ComplexityMediumLow
AccessibilityMediumMedium
RunnabilityVery HighMedium
LicenseAll Rights ReservedProprietary
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherOnyx Path PublishingSam Tung & Sam Roberts
Year20152019
LanguagesEnglishEnglish, French, German
Best ForGroups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life.Groups who want a one- or two-session survival thriller in the vein of Jurassic Park, where escaping and solving the island's mystery matter more than fighting.
HighlightsThe investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats.Overcoming the first of two Obstacles triggers an Extinction Event that adds new Dino Master moves and gives every Hero their one advance. Peril and Safety Moves let a single Hero roll for the whole group, so the worst-placed Hero rolls in danger and the best-placed Hero rolls in quiet moments. Several moves require telling a story from the playbook's list, and each story told adds +1 to the closing roll that decides that Hero's epilogue.
ConsiderationsThe core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts.Fight! rolls with no stat bonus and a miss triggers the Casualty move, so combat is rarely a workable answer to a dinosaur. The fixed arc ends with the escape attempt, and each Hero gains only one advance along the way. Injuries carry no fixed penalties, so how much a wound hampers a Hero rests on the Dino Master's judgment.