Mutant Year Zero – Gamma goings-on in the wasteland

MYZ book cover

I said ages ago (yes, literally eons, in a time when winter frost covered the land like icing sugar. Hmmm. That’s a stupid simile) that I would review some Tabletop Role Playing Games, as I am a complete nerd nut for these things.

Today, I’m going to talk about a lovely little Swedish RPG called Mutant Year Zero. It’s an update of an RPG that originated in the 80’s in Sweden, and was very popular. Mutant Year Zero is set in a post-apocalyptic future, where a colony of mutants on the ‘Ark’ is eking out a meagre existence amongst the ruins of the ‘Zone’, battling for the colony’s survival against various threats and attempting to solve the sterility of the ark survivors—no new ark children have been born in years.

I loooove post-apocalyptic anything! This isn’t Mad Max, it’s not Gamma World (the mechanics in Mutant Year Zero are MUCH better than d20), but it’s a crap load of fun.

Mutant Year Zero is a sandbox game, meaning that your players basically call the shots as to what they want to do and where they want to go. Two Zone maps, of future London and New York, are included, or the Games Master can create their own Zone for the players to explore.

Some cool things about Mutant Year Zero:

Excellent Dice Pool mechanic. Uses six-sided dice (D6) of three colours: Base dice are yellow, used for attribute checks; Skill Dice are green, used for skill checks; Gear dice are black, and are used to supplement checks when a character is using special gear or weapons. A six on any of the dice means a success, a 1 on either the Base or Gear dice can mean raging mutant powers or gear breaking, respectively. The number of base dice you roll are determined by your attributes, the number of skill dice you roll by your skill level. The number of gear dice depends on what gear you are using, and these are added to the dice pool.

Character attributes equal the number of Base dice rolled. Simple as that. Four attributes: Strength, Agility, Wits, Empathy. Assign 14 points amongst these, with your key ability (depending on your class) having a maximum of 5. The attribute number is how many dice you roll in a check, and each attribute is associated with particular skills, so the base dice are supplemented by skill dice.

Skill levels equal the number of Skill dice rolled. 10 points to distribute amongst skills, with a maximum of 3. You also get Talents, special abilities determined by your role (class, for all you old grognards). Some of these are Fast Draw, Loner, Zone Cook (more important than you think!), Sleepless, etc.

MYZ stalkerCool Roles/Classes. Eight roles, like Enforcer (the heavy), Gearheads, Stalkers (scouts), Fixers, Dog Handlers(!), etc. They are all well balanced, and have their part to play in the game.

Everyone is a mutant. Yep, everyone gets to have a crazy mutation (or two, in some cases). They are all powerful, interesting and relevant (i.e. none are there for show). There aren’t many, but the idea is the gaming group isn’t going to be huge so there won’t be any overlap in powers. You spend Mutant Points (MP) to activate powers during the game. You can win more MPs by pushing your rolls, where there is a greater chance something could go wrong. The powers include Acid Spit, Human Magnet, Puppeteer (mind control), Rot Eater, Telepathy, etc.

Everyone works together and the ark is a major ‘character’ in the game. You are working with your fellow mutants to save the ark. You interact with NPCs, get involved in disputes, deal with petty jealousies, food shortages, external attacks. The ark has four development levels: food supply, culture, technology and warfare, and you can undertake projects to improve any of these, using your skills, your characters and time. This is another fun aspect of the game, much like building a community in computer games like Fallout 4.

Combat is easy. Anyone familiar with a tabletop role playing game will find the combat generally easier than most other games. There’s the usual rolling for initiative, take one action (roll a skill check, activate a mutation, help another character, defend, etc.) and one manoeuvre (advance, retreat, flee, etc.), or two manoeuvres. You roll a number of D6s equal to your Strength plus your Fight skill to hit in melee combat; if you use a weapon, you do the weapon’s damage (e.g. Brass Knuckles do 1 damage) plus additional effects if you score more than one 6 on your roll. The target can defend to reduce damage and effects. Ranged combat works similarly. Damage effects attributes, and if one is reduced to zero your character is broken, with the impact relating to the attribute e.g. if Agility is zero, you are physically exhausted. You can also get critical injuries, which can kill, maim and traumatise your character.

Recovery is relevant. Resting four hours and eating a ration of grub helps recover Strength; water for Agility, sleep for Wits, company for Empathy. It makes the resources you recover in the wasteland more important to your characters, as well as the ark.

There are lots of opportunities to role play. Essentially, the players drive the plot by exploring and interacting with NPCs on the ark. Each sector on the map is one square mile, and it will take time for the PCs to search. The GM rolls random encounters for the sector, or uses some handy pre-designed Zone settings/scenarios (which are very open ended to cater for the players basically doing anything they want). You will find that those players who thrive on the role playing aspects of RPGs will love this game. It also encourages team work—working alone or against the group will quickly get your character killed.

Lots of adventures. Over half the book is devoted to campaign materials, so you won’t run out of things to fuel your sessions for a long time! Some of the sectors include a crazy cult in a missile bunker, a trading post in a grounded ship, and a full campaign arc, The Path to Eden.

There are a number of extras available: Genlab Alpha (a complete game in which you play intelligent, bipedal animals), Zone Compendiums (with additional scenarios/settings), maps and signature dice.

Mutant Year Zero has won several design awards, and so it should. It’s a player-driven, open-ended experience, that is fun and easy to play, with great mechanics and minimalist rules. It’s one of the best post-apocalyptic RPGs available at the moment, and well worth your time and investment.

Cheers

Steve 🙂

Mutant Year Zero  is available at the Modiphius Games website–https://www.modiphius.net/

MYZ ruins

 

Published by Laidback DM

I’m a writer who loves tabletop role playing games, poetry and (you guessed it) writing.

4 thoughts on “Mutant Year Zero – Gamma goings-on in the wasteland

  1. So I know nothing about this game or role-playing games in general, but I have to say the line “when winter frost covered the land like icing sugar” is seriously amazing!! And I shall steal it (with your permission of course)….or try to and then when I have a good time to use it, try to think of how exactly it was worded but forget and say “gahhh it had something to do with icing sugar and it was awesome” and then be disappointed in myself lol

    Liked by 1 person

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