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Concept art from the Mutant Year Zero: Corebook. This added an element of intrigue to a game built as a map crawl, as there could be some NPCs who didn’t want those explorers to come back. Many of these questions created rivals and allies within the Ark. There were several different classes of mutant, each with questions to answer that are a nod to the Powered by the Apocalypse-style of roleplaying games. The mutants had been kept inside an Ark for many years only after the Ark started to break down was the painful decision made to send mutants out into the Zone to scavenge for supplies and make contact with other survivors in the area.
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Each game in the series includes a sort of metagame that was both influenced by the actions of the players and generated plot based on their actions. Though the original was set in Scandinavia, game masters were encouraged to adapt the wasteland their mutants are exploring. Each game is compatible with every game in the series but also has different themes and mechanics that make it unique to the setting. Players could play humans, robots and mutants trying to make it in this strange new world.Įvery year has brought a new character type that can either be played in its own game or with characters from other books in the series.
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The slow worldbuilding through each of these compatible games echoes the original build of the World of Darkness where full games exist in the same universe. It started simply with a game that focused solely on mutants but has expanded every year to include another one of the character types from the original. Mutant Year Zero brought things back to before all of that. The 2003 setting spawned pen-and-paper RPGs, tabletop miniatures games and even a 2009 film featuring John Malkovich, Thomas Jane and Ron Perlman. Then the game took a page out of Games Workshop’s Warhammer 40,000 book and hurled everything into an even darker future called Mutant Chronicles where massive corporate factions battled for control of the galaxy. Elements of Kult were wrapped into the space setting, featuring a hidden planet and a terrible supernatural force unleashed upon the solar system. The game also crossed over with two other big names in Swedish design. Later books in the line would offer new classes and even new settings like a cyberpunk dystopia and mutants in space. Players could play humans, robots and mutants trying to make it in this strange new world. Mutant, released in 1984 by Swedish company Target Games, offered a bleak future after some unspecified apocalyptic disaster. But to see the real roots of the game, we must go back further in time… to the future.
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It all began with Free League’s first major hit: Mutant Year Zero, published in 2014. The different games change what that price is, be it the stress dice of Alien or the emotional conditions of Tales from the Loop. The key is pushing players can pick up and reroll their pools in exchange for trading for a bit of a complicated success.

They need just one 6 to succeed, but that’s hard to do with even two handfuls of dice. Players roll a dice pool of six-sided dice assembled from attribute, skill and gear. The designers have shown a clever knack for keeping the same basic mechanics but bending and adding systems without breaking the mechanic.
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It’s followed up with an old-school weird-fantasy hex-map crawl (Forbidden Lands), a sequel to Loop set in the gloomy ‘90s (Things from the Flood) and recently put out an Alien RPG based on the seminal sci-fi horror movie that will finally wash away the terrible memories of the Aliens Adventure Game released by Leading Edge Games in 1991.Īll of these RPGs, and more, are powered by the same game engine. It rode the wave of ‘80s nostalgia brought on by Stranger Things to put out the wildly successful Tales from the Loop as a way for gamers to have their own adventures as kids on bikes.

One of the largest success stories has been Free League Publishing (aka Fria Ligan) based out of Sweden. Dungeons & Dragons is currently in the middle of its most successful edition in years. Livestreaming has opened up the hobby to a new generation of fans. Kickstarter has allowed fans to connect directly with creators to turn good ideas into great games. It’s been a fantastic few years for tabletop roleplaying games.
