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EdgeofChaos

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A member registered Mar 17, 2024 · View creator page →

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Thank you! The Discord is here, however note that the community is not particularly active at this time.

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.

Not releasing those base files at the moment, they're too complex and labyrinthine and I'll likely make an additional version of the game before I want to release them. But if you want to share your thoughts on improvements, feel free to join the discord or send any suggestions or documents over to jurassicparkedgeofchaos@gmail.com

Any starting scenario could lead to a 4-5 hour game—the important part is to play all three phases of play. In the third phase, the group is required to rescue all of the remaining characters in the game, which can take quite some time. And if it's taking too long organically, the GM can just increase the rate at which the remaining characters are encountered. It's a very flexible game that way.

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That's fantastic! You've more or less nailed it. I've taken a look at my set, which I've tweaked a couple of times for balance, and the only real differences I see:

  • Weapons
    • 2x Gas Grenade, 5x Tranquilizer Darts (since they work in multiple weapons)
  • Items
    • 5x First Aid Kit, 5x Keyring
  • Vehicles
    • 3x Kawasaki Golf Cart
  • Locations
    • 2x Security Bunker, 2x Supply Bunker, 2x Holding Pen (I like more dinosaur variety), 3x Steam Tunnel (the mechanic adds variety to play)
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I know there were discussions amongst some community members of putting one together, but I'm an English speaker. If you have any interest in creating a translation yourself, let me know and I can share the raw text.

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Hi Flow—

1) I found that 1 of each Attack and Chaos card is ideal—though if you think certain events should be more common than others, you may want to throw in an extra of those—something like Bite may make for more realistic play, and having multiple Carnivore Attack cards would make for more challenging play. What I found is that Item, Weapon, Dinosaur, and Vehicle cards are the ones that need multiples in their respective decks—items like Keys, Medical Kits, and Food should have at least 2 if not 3 or 4 cards, ammunition and dart gun cards should have multiples, and Jeep Wranglers should be more common than other vehicles. If you want the main film characters to show up more than the ancillary characters, having an additional card of each of the leads is also a good idea. For Dinosaurs, any animal that can have a pack should have at least 3 cards—I ended up printing 5 Compys because their pack mechanic can really multiply, and 5 Raptors because I wanted them to be more common. I meant to put a guide together for printing, but I've been busy on some other projects. I'll try to get around to that at some point soon.

2) There are some maps, character cards, item cards, and weapon cards for the Sorna version that I completed for the alpha version of the game, but they're pretty out of date and don't fully match up with the updates in the system and the designs are quite out of date. There is a faction mechanic on Sorna (Hunters, Gatherers, and Scavengers) with the human element being as dangerous as the dinosaur element, taking inspiration from a combination of the Lost World film and book. The mechanics of Sorna would need to be significantly different, with each faction having different win conditions (e.g. the Scavengers of Dodgson, King, and Baselton having to collect eggs and get off the island) and while I'd love to get around to it sometime, it's really a full project in and of itself. My ambition got the better of me. Some day!

Awesome hear! Would love to hear how the Edge of Chaos campaign goes, I've gotten a good amount of play-testing done on my end, but have only heard smatterings from other folks who have played.

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A full Isla Sorna expansion will be coming, at the very least! However, for at least the foreseeable future you may want to work with the card templates to create additional Dinosaur Cards for JW play. Hopefully a full JW version will be in the cards (heh) down the line.

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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.

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Strange! They seem to be working for me now. If they still don't work for you, I've added everything to a Google Drive folder as an alternative download. Thanks for the kind words :)