Tuesday 6 October 2015

Mutant Year Zero



Of course the world ends. It happens quickly, faster than anyone could predict. The Red Plague hits
a world already on the brink of collapse. Extreme climate change, global economic crisis, increasing
conflict between old and new superpowers. When the pandemic comes, the last thin veneer of stability crumbles.


One billion people die in the first year. Utter panic reigns supreme, solidarity between nations is non-existent. Wars break out over the last, dwindling resources of the world. For the first time since 1945 nuclear weapons are used in armed conflict.


Mushroom clouds rise from east to west. Everyone tries to save themselves. The rich and powerful start monumental projects to escape the surface of the dying Earth: going deep underground, to the bottom of the oceans, into the cold darkness of space. The seats in these final lifeboats for mankind are desperately few. For most of the world’s inhabitants, there is no way out.


Once it’s all over, Earth is still. Nature invades ruined cities. Winds sweep through empty streets
turned into graveyards. Time gnaws the windows off skyscrapers, panes falling to the ground in a slow rain of glass.


Yet life remains. Slivers of humanity survive the Apocalypse. In the Ark, a small settlement at the edge of a dead city, the People live. You are the spawn of humanity, but not quite human. You are twisted funhouse images, mutated freaks. Your bodies and minds have incredible powers, but you are unstable. Fragile. None of the People are over 30 years old.


Except the Elder. Your leader, but not like you. One of the Ancients. For decades he has warned
you: be on your guard, don’t leave the Ark. Stay here, or the Rot will get you. Or something even worse. So far, you have obeyed his commands. Lived off rations from the Old Age. Chased off every stranger who came close to the Ark. Few dared to go out into the Zone. That is what the Elder calls the outside world.


But the safe days are over. Food is running scarce, and the fight for what’s left is turning violent.
You starve. Factions are forming, bosses on top and slaves at the bottom. In the middle, fixers who

try to turn a profit from anyone and everyone. And the Elder can’t stand up on his own anymore. They
say he can’t even take a piss without help. You’re on your own now.


It’s time to venture out. To explore the Zone, to search for artifacts and knowledge. Build, grow the
land, seek out others, create a new civilization on the ruins of the old one. Seek your origin. No children are born to the People – if you do nothing, you will perish. Maybe, one day, you will find the Eden of legend, the Ancients’ haven from the encroaching hellscape. That’s where salvation and truth await, the stories say.


Maybe it’s all fairytales. It doesn’t matter. You have no choice. This is the beginning.


This is Year Zero.


Reviews
http://www.geeknative.com/50439/wonderfully-horrible-way-die-mutant-year-zero-review/
http://www.stargazersworld.com/2015/02/09/review-mutant-year-zero/


Mutant Year Zero is yet another excellent game, and probably appeals to me the most of all the post-apocalyptic games I have looked at. I think this is because it has a narrow focus so players and the GM can concentrate on what is important and not have to worry about areas outside their control. This is not to say there is not lots to do, it is just that it is more personal and immediate goals you concentrate on. It is really a game your character can have a personal stake in AND actually make a difference to the big picture. In many other games your are just a actor on a stage, with Mutant Year Zero the decisions you make have real input into the story.

Basically, you are part of a small group (around 200) survivors of the apocalypse (what caused it, no ones now knows) living in your Ark (refuge), in a ruined city. Your Ark is marked on a 30 x 20 map divided into 1" squares representing 1 square mile. Also marked on the map are major geographic features and prominent land marks. The rest of the map is blank waiting for your exploration.

The great thing about this is not only do you get to create your characters, you also get to create and populate your Ark (a simple, straight forward process) and place it where you want it. If we ever were to play this game I would vote for setting it in Brisbane ;-)

Now there are two pre-made Arks , set in London and New York, but it is so much fun to design and personalize your own I would pump for that. The two pre-made Arks are still very useful to "mine" for NPCs etc..

Your adventures are divided between undertaking explorations to gain stuff for yourselves and the Ark, and undertaking projects to maintain and improve your Ark.

The game system uses a d6 pool system, with three different colours of dice, one for stats, one for skills and one for equipment. Work out what you are using for the task, roll those dice, 6's are a success, 1's are potential failures if you decide to "push" your roll. You push your roll if you re-roll any dice that did not come up 6 or 1, in hopes of getting a success or more successes, but if you push the roll any 1's you rolled come back to bite you ;-)

And of course you start with one, you beaut, mutation and will pick up more, which is good and bad ;-)

All in all a most excellent game :)





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