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Escape from Dino Island vs Legend of the Elements

Compare Escape from Dino Island and Legend of the Elements side by side. See differences in complexity, dice, genre, and more.

Escape from Dino IslandLegend of the Elements
GenreModern, Sci-FiFantasy
TagsOne-Shot Friendly, Survival, Mystery, Playbook-Driven, Rules-Light, Fiction-First, Low-Prep, Strong GM Support, Cinematic, ExplorationNarrative, Playbook-Driven, Beginner-Friendly, Cinematic
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 + stat. On 10+ you succeed fully, on 7–9 you succeed with a cost or complication, on 6- the MC makes a move. Five stats (Natural, Hot, Solid, Keen, Fluid) map to elemental temperaments. Chi and Chakras fuel supernatural abilities; Oaths and Respect drive character relationships.
Dice2d62d6
ComplexityLowLow
AvailabilityPaidPaid
Runnability3 of 5 book tools3 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherSam Tung & Sam RobertsThe Logbook Project
Year20192016
LanguagesEnglish, French, GermanEnglish
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.Groups who want to play Avatar: The Last Airbender-style supernatural martial arts stories with elemental bending, oaths, and chi.
HighlightsOvercoming 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.Designed for Avatar-style elemental fantasy, wide playbook selection (15+ including sub-playbooks), Chi/Chakra economy adds depth beyond standard PbtA, accessible to new players
ConsiderationsFight! 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.Very niche: requires buy-in to the wuxia/elemental genre, tightly coupled to its specific tone, MC section is dense for first-time PbtA GMs