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Thanks for the kind words!

And also: Wow! I haven't had a chance to read the whole recap yet, but I'm 20 pages in and it is great so far. Highly recommend it to others, both from a "This is how Escape from Dino Island can play" POV and from a more general "This is what good play looks like" POV. 

Love the way you used the prompts as inspirations rather than IRONCLAD REQUIREMENTS — it always makes us happy to see players making the game their own.

Selfishly, I'd be curious to know what ideas you're pinching for other games and how they work out!

(+1)

The mechanic that I use the most is the group action one--the character with the lowest stat (or riskiest position) rolls, everyone else automatically succeeds unless they choose to fail. Really elegant and quick and great, especially since PbtA often falters a bit when it comes to multiple characters doing the same thing. I've also used 'tell a story' a few times when things are quiet but I don't want to introduce anything heavy, so I'll just give players the option of telling a quick story and give them +1 forward or let them mark XP depending on how it goes. The other mechanic that I liked but haven't had a chance to use elsewhere is dividing a one-shot into distinct sections, which is very smart and dramatic and good. I also greatly appreciated having a pic of each dinosaur, with a human for scale, along with instincts and moves and so on. That combined with the locations + prompts made running it a breeze.