Has anyone heard much about Mutant: Year Zero? It the latest iteration of a classic Swedish RPG that has been translated into English and published through Modiphius (http://www.modiphius.com/mutant.html). I believe it was the RPG from which Mutant Chronicles was spawned from.
I saw it on RPGnet and have been doing some digging. his led me to buying the PDF. I am impressed with what I have seen so far. There is a very cool trailer here (http://youtu.be/9jk7UBlwUPI).
(http://www.modiphius.com/uploads/1/4/0/6/14062642/1410248131.jpg)
The book is 270 pages long but the pages have generous white space (I think the Swedish version is actually graphic novel sized). The production values (in true European RPG style) are through the roof, with a single artist used throughout and many illustrations. His art is high quality and in the style of Mike Mignola and Charlie Adlard, which seem perfect for the game.
Page sample: http://www.modiphius.com/uploads/1/4/0/6/14062642/2220394_orig.jpg
Art sample: http://i.ytimg.com/vi/qElZu-nLfJk/maxresdefault.jpg
The set up is that the PCs are all mutants that are emerging from an Ark into the dangerous world outside called the Zone. The game is flexible to handle pretty much any post apocalyptic set up. There is a metaplot (contained in the last chapter only) which can be used much like a Plot Point campaign in Savage Worlds. It also discusses other metaplots including those of your own making.
The system is simple - 4 attributes (with 4 damage tracks), 12 skills (and 8 calls specific skills), talents and mutant powers. You roll a number of d6s equal to attribute + skill and need a 6 to succeed. You can also push rolls, rerolling all dice that number between 2 to 5 to get more 6s. All 1s rolled on a pushed roll cause trauma and grant mutant points that are used to power mutations.
There are special dice which have symbols for 1s and 6s, but they aren't necessary. There are also cards for mutations, threats and artifacts, though these are all contained in the book and can be randomly distributed by rolling on tables.
PCs are from 1 of 8 classes. These basically grant a unique special skill (Bosses get Command, Enforcers get Intimidation) and access to three unique talents. The rest of the class information is similar to D&D5e's traits, providing guidance on the PC's relationships and goals.
Character Class sample: http://www.modiphius.com/uploads/1/4/0/6/14062642/343283_orig.jpg
There is extensive support for travelling the Zone. This is much like a hex crawl, with many random tables :) The game comes with a poster map for London and New York, though these are both in the end papers of the book too.
There is also support for the Ark's development. The players are able to direct how the Ark manages it resources and what projects it develops (hospitals, slave markets, statues, democracy etc). These resources are countered by the many on-going threats to the Ark. I really liked how artifacts grant the PC who owns it benefits, but it given tot he Ark for society-wide benefits too.
The end results seems to be superbly presented, mechanically simple post-apocalyptic RPG. It has a ready to run campaign (that can be ignored). The focus is on player driven sandbox play, reducing the GM prep load considerably. Mostly the GM has to just create special sector zones, being fleshed out places in the Zone. There are five of these in the book and they have some amazing imagery attached:
Map sample (in Swedish sorry): http://www.beastsofwar.com/wp-content/uploads/2014/09/Mutant-Ark.jpg
I pre-ordered the game - the discounted pre-order bundle, which includes a map, dice and cards - and had a friend pick up my copy at Dragonmeet in London. I'll probably have it in my hands sometime in January. What I've read from the pdf - which unfortunately takes ages to load on my tablet - looks pretty good.
The slightly boardgame-like zone exploration - hexcrawl style - reminds me of the old Fallout games.
I skipped the bundle after reading the PDF, as I didn't think the cards and dice added much. But they are pretty cool and would be good for Con play.
I agree regarding Zone exploration. I really liked how the GM could focus on creating special zone sectors, but still get a lot of game play generated from the Threats (randomly generated opening danger to open the session), Assemblies (players deciding on Ark projects) and Zone generation mechanics.
I am tempted to pick it up after I've read some of the pdfs I have in my system cloggage, since my friend recommends the original Mutant. And yes, this is the "original" Mutant RPG, leaving way for later Mutant Chronicles (and to a small degree, Kult I guess).
Looks like the first major supplement has been Indiegogo'd in Swedish:
Cover: http://frialigan.se/wp-content/uploads/2013/06/omslags_MGA_mellan.png
The PCs are mutated animals (rather than mutants) and instead of expanding out from an Ark, the PCs are escaping from a massive prison-like enclosure.
I understand that Robots and non-mutated Humans will get a similar treatment.
Sounds very interesting. Kind of serious GW with serious Road Side Picnic/Stalker flavor. I like it.
Quote from: Ronin;805116Sounds very interesting. Kind of serious GW with serious Road Side Picnic/Stalker flavor. I like it.
Its somewhere between Gamma World and Darwin's World. Mad Max and Fallout seem good parallels (and yes there are vehicle rules and a seemingly direct Mad Max homage in the book).
I'm getting an abstracted/narrative vibe about the campaign stuff (metadata tags and aspects, etc) with a lot of handwaved or papered over details in the name of genre emulation. You feel like breaking down the campaign rules the way you did with Atlantis, Skywalker?
Quote from: Skywalker;805118Its somewhere between Gamma World and Darwin's World. Mad Max and Fallout seem good parallels (and yes there are vehicle rules and a seemingly direct Mad Max homage in the book).
Sounds good to me:)
Quote from: Ronin;805120Sounds good to me:)
Yeah. My interest in it was very much stirred by the recent Mad Max trailer: http://www.youtube.com/watch?v=YWNWi-ZWL3c, which it seems capable of doing.
Quote from: CRKrueger;805119I'm getting an abstracted/narrative vibe about the campaign stuff (metadata tags and aspects, etc) with a lot of handwaved or papered over details in the name of genre emulation. You feel like breaking down the campaign rules the way you did with Atlantis, Skywalker?
Sure. The system overall is not abstracted. There are no Aspects and all character traits are from an IC perspective. Equipment is itemised etc. There aren't even Fate points or bennies. However, there are a few narrative elements added to a traditional RPG system (that's what I enjoy as you know).
The most narrative thing in the game is that the players are expected to advocate for the community, and not just their PCs, during Assemblies when determining Ark projects. This is meant to take place at the start of the session and then ticks away in the background.
The other stuff with a narrative vibe is:
- Character creation involves a player setting relationships, creating two NPCs and a big goal. There is a list of suggestions for each class, that give it an Apocalypse World vibe, but the list is not closed and none of these have any ongoing impact on the gameplay though (unlike Apocalypse World or Atlantis).
- Players can choose to spend extra 6s from a list for each task. Nothing like Discern Realities in Dungeon World which asks questions from a player perspective. More like what you see in Dragon Age i.e effects directly linked to the task attempted.
- There is a "social combat system" in that you can create doubt in others with social skills, and they can be "taken out" of a debate in that manner.
- Some of the language comes across as narrative. Player contributions are encouraged. For example, if a GM doesn't know an answer to a question, the GM is encouraged to ask the players if they have an answer. Nothing mechanical though.
That's about it. I guess you could see pushing dice rolls as narrative in purpose as a central theme of the game, but they can be entirely described from an IC perspective i.e. the PC is deciding to push their mutant potential to succeed.
The metaplot material is 90s style like Savagae Worlds Plot Points, White Wolf or Tribe 8. So, it is a narrative, but not a narrative mechanic.
The use of random tables for generating Zones, Artifacts and Threats are purely random, so may seem a little gamey (as distinct from simulation or narration). However the GM can also choose these or create their own. This isn't that different from random tables in early D&D and other RPGs though.
Once the smoke clears from the holidays, I am definitely buying the deluxe print version. I loves me some post apocalyptic RPGs!
I have the Swedish version and it is gold! I like how they have remade the brand this time around compared to previous editions were the world is more developed. I haven't tried out the system yet but it looks to be OK. Obviously in the Swedish version the maps are of Swedish cities. The cards are a nice addition but not necessary to play the game. The mutations are not too over-the-top so it is not a supers game,
I have been a fan of the Mutant world since 85 or so and have owned all versions at one time or the other and I feel this is one if the best. I am not too keen on the metaplot, but as stated above it is easy to ignore. I will probably pick up Genlab Alpha when it is released.
is this C7 who's publishing it?
Quote from: RPGPundit;805758is this C7 who's publishing it?
No. Modiphius (the English language version anyway) aka the other UK publisher :)
sounds interesting. I loved darwins world. Might see about looking this over after the holidays and bills subside
The author will be in #rpgnet IRC chat (http://tinyurl.com/rpgnetchat) (not affiliated with the website) for a Q&A a week from today at 8 p.m. Central.
I just picked this up Saturday and we should be giving this a run in my group in the next couple of weeks.
It is a very brutal game in terms of modelling entropy... Everything including the players will rot or break eventually.
You can 'push' rolls, but then all of those ones you roll on your base dice become trauma, and the ones on your gear dice go towards damaging/breaking your weapons. (A similar breakage mechanic exists for cover/armor)
If you get one 'success' that is typically enough, but each skills has a few 'stunts' you can spend extra successes on which makes for a surprisingly tactical game. (eg. You pass your 'endure' roll while hiking through a terrible blizzard, but another PC fails the original roll, as well as the 'push'. If you 'push' and reroll the other dice, you might get another success which you can use to help your friend succeed, or you might just incur several points of trauma as you try but fail to drag him to safety...)
On the plus side, it is by pushing yourself that you get mutation points to power your mutations, so yes you may be put on the edge of becoming fatigued/confused/broken in a fight, but now at least you can use your mutant power to eat that Zone Ghoul you just killed and save some rations.
This is a game in which the players can starve,die of dehydration, 'rot' or watch all of their People in the Ark get slaughtered if they don't build up their community.
Pillaging with a purpose (TM)
It also has a wonderful critical injury chart where you roll d66 and 'real bad things' happen. (two of the rolls note something along the lines of 'roll up a new PC, you are dead')
There's two new products on pre-order. I'm probably going to pick up the GM Screen, but my interest in the first Zone Compendium is limited mainly to the Saurians themselves. Does anyone know if there's any other book planned that contains info and stats about them?
I passed on the GM Screen as its portrait. I grabbed the Compendium though.
Quote from: Skywalker;825849I passed on the GM Screen as its portrait. I grabbed the Compendium though.
Do you suppose saurians could be built using the upcoming Gen Lab Alpha book?
Quote from: 3rik;825874Do you suppose saurians could be built using the upcoming Gen Lab Alpha book?
No idea. There seems to be a broad range of animals, though most look mammalian.
This would suggest Yes:
(http://frialigan.se/wp-content/uploads/2015/02/miljo_4.jpg)
Thing is, while I'm quite the reptilophile, I'm not sure it's worth getting a book of locations only because it happens to have cool saurians in it...
As for the screen not being landscape, I end up putting my GM screen down flat on the table surface most of the time anyway. It's a rather costly affair, though, so I'm still on the fence. It would be helpful to know which tables are on it.
I finally finished reading the game through. I'll be posting a video review on the 25th. I quite liked the mechanics and the Zone material is brilliant. I found the treatment of slavery rather problematic.
I've run one session of it a couple of months ago, and this weekend will be running another. It was a lot of fun. I could see it being a "go to" game for one-shots and short campaigns. I'm not yet sure how well it'll handle prolonged campaigns, but all of the pieces are there for them.
Quote from: Tetsubo;826015I found the treatment of slavery rather problematic.
Just that it's present or something more specific? I vaguely remember that the PCs' Ark can implement slavery (which the PCs can either support or oppose) and that one of the detailed Zone locations makes heavy use of slave labor, but don't recall anything that struck me as out of line for a post-apocalyptic crapsack setting.
That's a great lizard-guy in a parka picture. Not something you'd normally think of, but being cold blooded they'd be totally into that.
The art in Mutant Year Zero is all great and all done by the same artist. Here are some more from the Gen Alpha supplement:
http://frialigan.se/wp-content/uploads/2015/02/miljo_27.jpg
http://frialigan.se/wp-content/uploads/2015/02/backer_20141212.jpg
http://frialigan.se/wp-content/uploads/2015/02/kapitel_4.jpg
http://frialigan.se/wp-content/uploads/2013/06/miljo_18_liten.jpg
http://frialigan.se/wp-content/uploads/2014/07/miljo_20.jpg
I decided to hold on to my money until the Gen Lab Alpha book is available.
Quote from: 3rik;826276I decided to hold on to my money until the Gen Lab Alpha book is available.
Fria Ligan have announced that the English version of Genlab Alpha KS will commence on 28 January.
I have the core book in english. I like the game very much. It's clearly inspired by Apocalypse World but traces it's own path from there and ends up building an identity of its own.
The only thing I don't like is the mutant powers. I wish there were optional rules for ignoring them and playing with pure humans.
Quote from: Itachi;874685The only thing I don't like is the mutant powers. I wish there were optional rules for ignoring them and playing with pure humans.
The system works fine if you just ignore them (including mutation points from pushing rolls).
Man... I wanted to buy this game, but I've had a rough year. Worse, I decided to pick up the third edition of Mutant Chronicles, (also from Mophidius) instead. That was a... bad call.
I did spend an hour or two flipping through the book at my local game store a few months back and was duly impressed. A bit narrative/metagamy for my tastes, but I think well within tolerances.
What I wanted more of was some actual ties to the Mutant Chronicles setting, which are simply not there.
Quote from: Spike;874869What I wanted more of was some actual ties to the Mutant Chronicles setting, which are simply not there.
There aren't any ties with Mutant Chronicles, other than the use of the word "mutant" on the title.
Not entirely true, grasshopper.
The game itself includes no ties, but the designers intend it to be happening in the Mutant Chronicles setting. To clarify, sometime after the abandonment of Earth by the Corporations of MC, they seeded this little research project on Earth that is M:YZ.
How that is supposed to tie into the Whitestars faction that I just learned about in MC:3e... well...
That's what a few minutes of Internet Research taught me those few months back. Of course, having racked my brain for the memories, I realized this was actually more than six months ago, so maybe I missed something key in the ad copy or whatever it was I read. As they say: The mind is the first thing to go
Yep, I've also read somewhere that Year Zero is the prelude to Chronicles.
Quote from: SkywalkerThe system works fine if you just ignore them (including mutation points from pushing rolls).
Really ? I had the impressions some parts of the game could become redundant. I will give my copy another read then. I REALLY liked this game.
I am aware that one of the editions of Mutant in the 90s eventually became Mutant Chronicles and has since gained a life of its own. However, the two never sat in the same setting and I haven't seen any indication from the designers that they intend to make any connection to it in Mutant Year Zero. I see the situation as much like Gamma World and Metamorphosis Alpha.
Why would I switch from Gamma World (or Rifts) to Mutant: Year Zero?
What am I missing?
Quote from: Spike;874963The game itself includes no ties, but the designers intend it to be happening in the Mutant Chronicles setting. To clarify, sometime after the abandonment of Earth by the Corporations of MC, they seeded this little research project on Earth that is M:YZ.
This is not the case. Mutant: Year 0 and Mutant Chronicles 3e don't cross over.
Of course, there's nothing to stop you from setting your own MY0 game on Dark Eden, if you choose.
Genlab Alpha KS is up: https://www.kickstarter.com/projects/1192053011/mutant-genlab-alpha
Quote from: Skywalker;875961Genlab Alpha KS is up: https://www.kickstarter.com/projects/1192053011/mutant-genlab-alpha
First KS I am backing this year.
Quote from: RPGPundit;826244That's a great lizard-guy in a parka picture. Not something you'd normally think of, but being cold blooded they'd be totally into that.
It wouldn't really do anything for them, though, as they have no body heat to keep in.
Well, at least it isn't a female lizardman (lizardwoman?) with tits (something I have seen in another RPG book and which made me want to bang my head into a brick wall).
Quote from: alexandro;880033It wouldn't really do anything for them, though, as they have no body heat to keep in.
Warm themselves by a fire and use the parker to retain that heat in going outside, would be my guess.
Quote from: Skywalker;875961Genlab Alpha KS is up: https://www.kickstarter.com/projects/1192053011/mutant-genlab-alpha
Nah, I'll pass. We got bothered enough with the mutant powers, what to say of flurries.
Quote from: alexandro;880033It wouldn't really do anything for them, though, as they have no body heat to keep in.
Maybe it has a heater inside?
I have all the stuff and the 1st module for it but have yet to get a group together to play it, all my players quit and the rest just want to do Pathfinder now:duh: I can't stand PF, that bloated piece of dead anal cow ass should have been left out to die long ago.:teehee:
Is a human-only / no mutant powers supplement planned ? This would make me and my group very happy.
Quote from: Itachi;880695Is a human-only / no mutant powers supplement planned ? This would make me and my group very happy.
Yep. Robots is next then pure strain humans.
FWIW you can play the base game without mutations with little change to the rules.
Just discovered this. Haven't been so excited over new RPG for a long time.
It just as Modiphius Publishing is printing pure gold. I really like the Symbaroum and looking forward to Kult and Conan.