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Escape from Dino Island vs Hogwarts: An RPG

Compare Escape from Dino Island and Hogwarts: An RPG side by side. See differences in complexity, dice, genre, and more.

Escape from Dino IslandHogwarts: An RPG
GenreModern, Sci-FiFantasy
TagsOne-Shot Friendly, Survival, Mystery, Playbook-Driven, Rules-Light, Fiction-First, Low-Prep, Strong GM Support, Cinematic, ExplorationMagic School, Licensed IP, Family-Friendly, Mystery, Rules-Light, Roll to Cast, One-Shot Friendly, CC-Licensed Rules
Core MechanicMost 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.Roll 2d6 + trait (Bravery, Cunning, Intellect, Loyalty, or Magic). On 10+, full success. On 7–9, success with a cost or complication. On 6 or less, fail but mark Experience. Moves are triggered by the fiction: Basic Moves cover danger, stealth, persuasion, and knowledge; Magic Moves handle spellcasting, potions, dueling, and magical creatures; Quidditch Moves resolve matches.
Dice2d62d6
ComplexityLowVery Low
AvailabilityPaidFree core rules
Runnability3 of 5 book toolsBook tools not listed
LicenseProprietaryCC BY-NC-SA 4.0 (original non-Harry Potter content and rules only; Harry Potter IP/trademarks excluded)
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherSam Tung & Sam RobertsDavid Brunell-Brutman
Year20192020
LanguagesEnglish, French, GermanEnglish, Czech, French, German, Italian, Polish, Portuguese, Spanish, Ukrainian
Best ForGroups 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.Harry Potter fans who want a rules-light, narrative RPG for playing out original stories at Hogwarts: especially groups with younger or first-time players
Highlights
  • 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.
  • Complete 16-page game with character sheets, spell lists organized by school year, Quidditch match rules, and setting reference: all free.
  • Mysteries mechanic drives story forward with player-generated questions.
  • Friends & Rivals system creates immediate inter-character drama.
  • Conditions track both emotional and physical harm with distinct recovery paths.
Considerations
  • 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.
  • Unlicensed fan game with no official support from the IP holders.
  • No structured character classes or playbooks: characters differ mainly by trait scores and House.
  • Advancement is slow, tied to accumulating four Experience.
  • No rules for combat beyond the Duel magic move: physical conflicts use the same basic moves as everything else.