TTRPG Wiki

Compare tabletop RPG systems to find your next game

Escape from Dino Island vs Mage: The Ascension

Compare Escape from Dino Island and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Escape from Dino IslandMage: The Ascension
GenreModern, ScifiFantasy, Modern, Horror
TagsOne-Shot Friendly, Survival, Mystery, Playbook-Driven, Rules-Light, Fiction-First, Low-Prep, Strong GM Support, Cinematic, ExplorationFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
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 an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent.
Dice2d6d10 dice pool
ComplexityLowVery High
AccessibilityMediumHigh
RunnabilityMediumVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNo verified route foundCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherSam Tung & Sam RobertsOnyx Path Publishing
Year20192015
LanguagesEnglish, French, GermanEnglish, French, German, Italian, Russian, Spanish
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 long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
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.Nine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash.
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.Improvised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart.