I am up to session 6 of a short campaign using Mutant:Year Zero, a post-apocalyptic RPG from the Free League, a Swedish mob whose games I had never heard of before I stumbled on Mutant. This game is apparently 30 years old – I’m playing the 30 year anniversary edition – and I guess it must have been available only in Swedish for most of its history, because I’d never heard of it or the Free League before. Which is a shame, because Mutant:Year Zero is a brilliant RPG, and the Free League’s work is a really refreshing and much welcome addition to the role-playing world.
Mutant: Year Zero is set in a post-apocalyptic earth, with the players taking the role of mutants, a mysterious group of humans with strange mutations that give them a kind of limited impact super power. The mutants are clustered together in an Ark, a safe haven in a world of decay and destruction, and from the Ark the mutants venture out into the ruined outer world (called the Zone), looking for artifacts left behind by the Ancients, the people who ruled the world before the apocalypse. There are no humans in this world, just mutants and threats. The world is a really decayed and ruined place, so even finding something like an old bicycle or a pistol is a huge achievement, and when the mutants start the game they will have nothing better than a hammer or slingshot made out of old scrap, probably no armour and only their wits to help them survive. From there they build up their own supplies and develop their Ark, while (perhaps) simultaneously learning the secrets of the apocalypse.
Character creation
Character creation is a simple process of spending points to buy ranks in four attributes and 13 skills. You choose a character class from a choice of eight, each of which has a unique skill that only they can use. Character classes are well suited for the environment, including archetypes like Dog Handler (who has an actual dog that can do stuff), slave (who is super tough) and stalker (who finds secrets in the Zone). You also get to choose talents, some of which are unique to your class, and you roll up a single mutation to start with. Mutations are fairly exotic things, ranging from being able to explode with spores that do damage or hide your escape to being able to read minds. Mutations are triggered with mutation points (MPs), with more MPs being spent to get bigger effects. All PCs start with one MP, but it’s dangerously easy to get more. Finally, there are no hit points in this game – you take damage directly on your attributes, which means there are four damage types, and there are mutations and conditions which can do damage to all of them. Attributes range from 1 to 6, skills will be generally no more than 3 at start.
The system
Mutant uses a unique and savage dice pool system which incorporates a huge element of risk into skill checks, along with a vicious death spiral mechanic. You roll a dice pool composed of two types of dice, attribute and skill dice. All dice are d6s, so you need to make your dice pool with two colours of dice – in the set that comes with the game you use yellow for attributes and green for skills. Any 6 is a success, and if you roll a 1 on your attribute dice that can become damage. Once you roll the dice you can make the decision to either take the result you rolled, or push the roll. Pushing means that you can reroll any dice that show no 1s or 6s. This means you can get a success even if you failed on the first roll. However, once you push the roll any 1s do damage on the attribute associated with your skill. When you push the roll you also get MPs equal to the number of 1s you rolled, so there is a benefit to taking the damage. This means though that every skill check can potentially kill you (if it is tested using strength), knock you out from fatigue (for agility) or render you useless with confusion or doubt. It also means that you become worse and worse at everything the more you make skill checks. Worse still, the GM is advised that failure should always come with a cost, so if someone rolls a dice pool and gets no successes the temptation to push it is really high – and there is great pleasure for GMs in punishing PCs who fail. The dice pool mechanic is further enhanced by adding gear dice, black dice representing the benefit of using equipment. These can get you more successes but any 1s rolled on these dice will damage your gear if you push the roll, so pushing your roll when using your favourite artifact will eventually break it unless you can get a gearhead to repair it (also a roll with a push/fail risk!)
Damage taken to attributes can be recovered with four hours of rest and consumption of a specific resource, or connection with friends (some relationships are established inside the party to help with this), but early on in the campaign the resources required are quite expensive and rare, which makes resting a costly business. The whole thing is finely balanced – at least early on – to ensure that the players are constantly on the edge of their seats, and always eagerly scrounging more stuff, but most of all always considering the risk of their next action. The game is heavily loaded with risk and decay, which makes it a really good mechanic for a living-on-the-edge post-apocalyptic setting.
Combat
Combat works pretty much on the lines of the skill system. You need at least one success to hit someone, though your opponent can defend and if they get more successes than you they can damage you. Damage is usually just 1 or 2 points per weapon, straight onto your strength attribute, with armour as a (pretty ineffectual) soak. Extra successes on your attack can be used to do extra damage or other effects like disarming your opponent, knocking them down, gaining initiative, etc. However to get extra successes will likely require that you push your attack roll – which means you damage your own strength, so one pushed roll and one hit and you can be out of combat. If your strength drops to 0 you take a critical hit, which can be fatal but most likely means you have penalties until you heal. But this combination of pushing rolls and taking damage against an attribute that can have a maximum value of 6 means that combat is absolutely lethal. Most fights only last 1 or 2 rounds and end with the entire party badly damaged, either from injuries or from pushing their rolls. I think someone has been reduced to 0 and taken a critical hit in every session so far, and there have been several fights where the PCs have been super close to TPK – in one fight a PC unleashed a huge wave of mutation powers to kill an opponent out of desperation, but their mutant powers backfired and killed them too. It’s that kind of game.
The speed and lethality of combat means you can get through a lot of fights in a session, and you can get a lot done. Where other systems might have a dungeon crawl that takes sessions to complete, in Mutant you can do an entire lair in half a session. Combat is fast and deadly and a lot of fun.
The Ark
Another excellent aspect of the game is the development of the Ark. During character creation the players also develop their Ark, describing its structure and main inhabitants and assigning it basic levels in four attributes (Warfare, Technology, Culture and Food) which determine how well the PCs can do things like defend the Ark, understand artifacts they find, obtain food, and read and write. As the PCs adventure they find artifacts, which they can choose to use or to hand over to the Ark to be stored in the Dawn Vault. If handed over, these artifacts add to the Ark’s attributes, slowly improving it. The players can also select projects to improve the Ark – things like a defensive wall or a farm or universal suffrage – which further improve the Ark. As the campaign unfolds the PCs and the Ark develop together, until the Ark goes from a desperate hard-scrabble hideout carved from the corruption to being a real home for the PCs. This mechanic is very simply set up but very effective, and the way the Ark and the PCs interact with each other to support each other’s development and achievements is really great. Seeing your players debating whether to set up a tribunal or a secret police force (or cannibalism!) is really fun.
The campaign arc
The book comes with a campaign idea and some adventures related to it, which you can choose to follow if you like. This involves uncovering the secrets of the apocalypse and the truth about the Ark and the mutants who live in it. It helps to explain a strange point made at the beginning of the book, which is that the mutants who live in the Ark don’t remember how they got there and can’t have children, and look up to a mutant called the Elder who used to offer them guidance in their new world. This means that the Ark is a kind of stand-alone setting, much younger than the apocalypse, so it’s as if the PCs just sprang into being (it’s as if a group of god-like beings just created them from nothing!) The campaign arc answers these questions, and can also tie into an amusing-looking spin-off called Genlab Alpha. However I didn’t really like the campaign arc, so I have dumped it and decided to keep the apocalypse kind of mysterious and go my own way. I’m not sure why I didn’t like it – it seems like it would be perfectly playable and very satisfying (and challenging!) to complete, and it doesn’t necessarily interfere with the other tasks like exploring the Zone and building up the Ark, which are where the real fun lies. I guess I just don’t like being told what to do, or maybe I had my own vision of the apocalypse that I wasn’t willing to compromise on. However, if you don’t use the campaign arc you’ll probably find yourself running – as I have – into trouble explaining who the PCs are and why they’re there.
Good points
This is an excellent game. My players have all exclaimed multiple times at how much they love the simple, high-risk system, and how exciting the whole thing is. The Ark development is enormously appealing, the character classes really are evocative of a post-apocalyptic game, and the constant resource-scrabbling and the nature of the threats you meet really help you immerse yourself in a post-apocalyptic worldview while you’re playing. The simple, speedy nature of the rules means we almost never argue over rules – there’s the odd aside along the lines of “isn’t it weird that they decided this” but nothing more, really – and the entire system can be memorized, pretty much, because it’s all so simple. It’s a very big difference from the other system we’re playing at the moment, Shadowrun, where we often get bogged down in complex debates about stupidly complicated rules. There also aren’t many ambiguities, so you can play through almost without checking the book, unless you need to remember something numeric (this usually only happens in the Ark development phase). Somehow this game has managed to incorporate some fairly robust resource management, stronghold development, character development and high pace adventuring within a very simple, very easily learnt package. I really cannot sing its praises enough!
Some bad points
Besides the limiting nature of the mutant definition and the campaign arc, the main flaw with this game is the simplicity of the rules themselves, which sometimes lend it a bubblegum, comic, not-so-serious feeling that is both slightly out of whack with the context, and also an inducement not to take the game too seriously. We’re having fun with this at the moment but it limits the appeal of the system for other worlds, and I think it could also undermine it over a very long campaign. The game isn’t ultimately suited to a long campaign unless you really exploit some of its less-explored details (like relationships between PCs), because the simplicity of the rules means that there is not much sense of character development, and nothing gets bigger or more complex as you go on – your mutant powers don’t grow, and really all that happens is you get a new skill point or a largely not that great new talent. In a more rich and detailed system there would be new powers or better hit points or something, but you don’t get that here. So I think it might become a bit sterile over a long campaign. However, we’re 6 sessions in and still loving it.
Other Free League products
I’m kind of amazed that this game came out 30 years ago, since it feels much more like an early-noughties indie game than a game developed when the industry was new and still at its height. I’m also very impressed by the quality of the work – the artwork and writing are top notch, it’s well laid out and organized, the order of presenting information – the way of thinking – very logical and clear, and everything very nicely packaged. I subsequently bought another game by the same company, Coriolis, which is like a more mature version of the system set in space, and it is really a stunningly beautiful book with what looks like a very rich and playable system. I’ve also jumped into a kickstarter for a fantasy version of the system, called Forbidden Lands, which looks even more beautiful. I have wanted to play high fantasy for a long time but I simply can’t find a system I like, and I think it’s possible that a mature and richer version of Mutant: Year Zero could do the job. With the benefit of being well written, beautifully packaged, and well structured by an experienced and excellent game development company – how did I miss them for so long?
December 13, 2017 at 7:35 am
This is a very compelling review. The short time frame means it might be perfect for a mid-year game for my group…
December 14, 2017 at 9:09 am
Do it Nick, you won’t regret it!