CONGRATULATIONS! YOU ARE AMONG THE FIRST people in the world to take part in a new kind of theme park attraction: a guided vehicle tour featuring real, live, cloned dinosaurs! Some of you may be Over-Qualified Experts, others, Businesslike Professionals; some of you may even be Literal Children, or else Underpaid Park Staff. Whoever you are, we are looking for your honest opinion about our park, and… if we’ve earned it, a glowing endorsement!
Welcome… to Dinosaur Island Park!
CHAOS THEORY RPG (v1.0) by Ender Smith, Aubrey Dangel, & Julia Rutledge is a Jurassic Park-inspired homebrew for LASERS & FEELINGS: THE DOUBLECLICKS TRIBUTE RPG (v1.2) by John Harper, whom you can support on Patreon. Both games are licensed under a CC BY-NC-SA 3.0 license.
(The core ruleset is taken pretty directly from LASERS & FEELINGS (v1.2) by John Harper, whom you should seriously consider supporting on Patreon.)
Get your character involved in some crazy dino survival adventures and try to make the best of them.
Choose one or create your own:
As a group, pick two strengths for your Tour Vehicle:
Also pick one problem:
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll based on your character and the situation.) Roll your dice and compare each die result to your number.
⤊ - If you’re using CHAOS (survival, passion), you want to roll above your number.
⤋ - If you’re using THEORY (planning, reason), you want to roll below your number.
0 - If none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
1 - If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 - If two dice succeed, you do it well. Good job!
3 - If three dice succeed, you get a critical success! The GM tells you some extra effect you get.
! - If you roll your number exactly, you get CHAOS THEORY! You get a special insight into what’s going on. Ask the GM a question, and they’ll answer you honestly. Some good questions:
You can change your action if you want to, then roll again.
If you want to help someone else who’s rolling, say how you try to help them, and make a roll. If you succeed, give them +1d.
Roll or choose from the following story points:
Play to find out how they survive. Introduce the danger first with evidence that something has gone wrong, then at a distance, and then right up close. Before a threat attacks the characters, show signs that it’s about to happen, then ask them what they do. “The Tyranosaurus Rex turns when it sees the flashlight moving, putting its eye level with the Tour Vehicle. What do you do?”
Call for a roll when the situation is uncertain. Use failures to move action forward. The situation always changes after a roll, for good or ill.
Ask questions and build on the answers.