Mutant Year Zero

TheHand

Hero
Having recently gotten into Dragonbane and then backing the Invincible RPG kickstarter, I’ve been looking at other games in the Free League catalog and I’ve become curious about Mutant Year Zero.

I have a huge nostalgia spot for Gamma World, but each edition is kind of a mixed bag in terms of rules and content. So I’m wondering, for those that have played M:YZ how does it compare? Is it easier to teach players who are mostly used to newer versions of D&D? And what’s the world and story flavor like?

I see there’s also a number of different books and sets. If I were looking to get a good feel for it, where would you recommend starting?

Thanks for your insight!
 

log in or register to remove this ad

I've not run MYZ itself, but a bunch of other YZE (Year Zero Engine) game, and I've read MYZ. It's pretty straightforward. It's in the same semi-silly tone as Gamma World. It's a bit more narrow in focus, but there are a number of

Note that Dragonbane isn't a YZE game...

The core mechanics are Attribute d6 + skill d6 + a die or 3 for tools; only 6's count as successes. If you don't roll enough 6's, you can reroll the 2s to 5s, and 1's on att dice become damage, and 1's on tool dice damage the tools.

Mutant powers are clear and plentiful.
 

Having recently gotten into Dragonbane and then backing the Invincible RPG kickstarter, I’ve been looking at other games in the Free League catalog and I’ve become curious about Mutant Year Zero.

I have a huge nostalgia spot for Gamma World, but each edition is kind of a mixed bag in terms of rules and content. So I’m wondering, for those that have played M:YZ how does it compare? Is it easier to teach players who are mostly used to newer versions of D&D? And what’s the world and story flavor like?

I see there’s also a number of different books and sets. If I were looking to get a good feel for it, where would you recommend starting?

Thanks for your insight!
The MYZ role-playing at the End of Days core book comes with a full campaign and a mystery to be revealed slowly to the players. You should start there. The other book are expansions.

In MYZ characters are part of a survivors compound. They go out in search of food, tech and other things to help the colony survive. If the PC succeed the colony can afford upgrades and survives a bit longer. If the PC fail the colony dwindles slowly until it dies out.

It's a d6 pool game. Easy to understand. You need three colour of d6s for rolls (green, yellow and black). The tone is dark but with gonzo-silly stuff.

Another way to introduce the game to your players is the fun Mutant Zero Zone Wars boardgame. It comes with great minis and terrain. It's the closest thing I found to Gammaworld.

 


Remove ads

Top