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(2 edits) (+1)

Hey, appreciate the feedback! And great catches. I'm currently working with some folks on a second version of the game at the moment, and I'll definitely include clarification in these areas. What you picked up on is primarily stuff that was changed between drafts and never readdressed. For now, here are some thoughts:

  • Stats primarily exist in the current version for the purposes of more immersive roleplay, in helping the group or the Game Warden determine effects of Attack and Chaos Cards, as well as effectiveness of player actions. In retrospect, it makes sense to include a D6 roll for Strength/Insight/etc. Check. when performing relevant actions. TBH they were more important in an earlier, crunchier draft. For reference, here is some of that section from the previous draft if you want to incorporate:
    • All characters are ranked between 1 and 5 in the categories of Courage, Insight, and Strength. A lower rank means that the character is less skilled in this area, while a higher rank means that this character is more skilled in this area. Stats are primarily used in situations where a Game Warden wants a player to check their character’s ability in a given area to determine if they succeed or fail at their action.
    • To make a stat check, the player will roll a D6 and compare the result to their relevant stat. If the result of the roll is equal or lower, the player succeeds. If the result of the roll is higher, the player fails. Rolling a 1 is always a critical success, with the character performing the action with ease, achieving the most desirable version of their intended action. Rolling a 6 is always a critical failure, with the character facing negative consequences to their actions such as injury or placing the character in a disadvantageous position for the next turn.
    • For example, if a player with a ranking of 2 in Insight wants to understand whether their character perceives any danger when entering a new building, they would perform an Insight Check. When they roll a D6 they get a 3. Because this is higher than their Insight rank, they fail the action and do not perceive danger even if it is present. Had the player rolled a 2 or a 1, they would have perceived any danger present.
    • Courage: Courage reflects a character's resolve, bravery, and ability to face danger or fear. It's not just about recklessness; it's about the capacity to confront challenging or perilous situations with composure and determination. Characters with high Courage are often seen taking the lead in risky scenarios, making tough decisions under pressure, or standing their ground against overwhelming odds.
    • Insight: Insight encompasses a character's intelligence, awareness, and observational skills. It involves the ability to analyze situations, understand complex systems, and deduce information from subtle clues. Characters with high Insight are adept at problem-solving, strategizing, and foreseeing potential outcomes. They excel in gathering and interpreting data, understanding dinosaur behavior, and navigating the park's technological systems.
    • Strength: Strength is a measure of a character's physical prowess, endurance, and ability to perform demanding physical tasks. It's not just about brute force; it's also about stamina and the capacity to handle physically challenging situations. Characters with high Strength can perform feats like lifting heavy objects, enduring physical strain, and engaging in hand-to-hand combat or other physically demanding activities.
  • "Dinosaurs on the Brain" and "Animal Handling" are indeed the same at the moment, due to a last minute change to how the Dinosaur Detectives item works. For the purposes of play at the moment, you can combine the two into just "Dinosaurs on the Brain."
  • When a dice icon is halved, the resulting dice roll should be rounded up. This makes it a 1/3 chance of finding an item rather than a 1/6 chance.
  • For weapons and health, this was another victim of the crunch-cutting of the stats, as well as changing the information present on the weapons cards. A D6 should be rolled when attacking, with 1-2 being ineffective, 3-4 being low damage (likely 1 damage, at the discretion of the GW), and 5-6 being direct hit (likely 2 damage, at the discretion of the GW). For a natural 6 on a grenade launcher, the GW may determine that it is a fatal hit, or a natural 6 on a pocket knife against a brachiosaurus may result in the loss of 1 health.

Excited to hear the results of your test, would love any and all feedback on areas of improvement.

My gaming group just had our first run of the game. Everybody loves it, but I did face similar questions from my group as Haakwurm. If you could provide some clarity, I think the biggest questions that came up are:

  1. In combat, what are the intended results for player who don't have weapons or choose not to attack, thus no way to reduce the Attack Card deck? For example, in an encounter with Compys, only one player had found a weapon and the others were doing actions like hiding or unarmed kicks/stomps. At the time, I ruled characters who successfully hide don't get attacked or kicking a Compy stuns it for one round, but I'd appreciate your advice.
  2. During an Apex Predator attack, what determines how the encounter ends? Since it uses all Attack Cards, do players just need to survive long enough through hiding and distracting to deplete the whole deck or do the Attack Cards get shuffled? Do the players all need to leave the hex they're in or does the Apex Predator follow? This kinda goes hand-in-hand with question 1, since we're trying to understand the result of non-combat related actions.

Regardless of these first-time hiccups, everybody had a blast and enjoyed the rules-lite nature of the game. We all really got into it and have decided to continue playing.

Love to hear it! And this is all super helpful feedback for the next edition of the game where I can add some additional clarity around these points, or make any adjustments if players have recommendations for improvements. Any additional thoughts or anecdotes from the session would be welcome.

1. It is an attempt to replicate the scenes from the original film where these are not characters trained in combat, but civilians trying to survive. Think Grant and the kids ducking behind a fallen log during a stampede, Grant and Ian using the flares to distract the T-Rex, Grant, Ellie, and the kids going into the drop ceiling to get away from the raptors at the end, etc. My intention in how players might approach an encounter was definitely more along the lines of running / hiding / dodging and using their environment to their advantage if they didn't have a weapon.  They might try to duck into vent systems, barricade a door, improvise a weapon out of a pile of lumber, etc. Kicking and stomping a compy definitely works, but running would be more advisable against a raptor—or, pushed into a corner, picking up a hammer from a construction site might just do the job. Or, if your character happens to have been in gymnastics, some quick thinking and a conveniently-placed set of bars could still help them take out a raptor. Because each round has a limited number of attack cards, if characters don't have weapons they can essentially use the rounds to attempt escape, or even wait out any encounter cowering, with a little bit of luck.

2. The intention was that players not only needed to leave the hex, but leave the entire territory in order to end the encounter—hence the inclusion of the territory map and rules surrounding it. The Apex Predator can and will pursue any perceived threats until they leave its territory once they are spotted. Because there are two apex predators on the island, essentially two hexes become extremely treacherous terrain and players must either risk traveling through them, or must find a way around them. The hope is that this adds variety to each session, and a little bit of extra strategy to the gameplay loop. Especially if one of those Apex Predators has decided that the territory with the Visitor Center is their new home.

Thank you for the response, that's extremely helpful guidance. We're gathering again for a game tonight so I'll relay this info. Much appreciated as always.