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I ran Session Zero of my Mutant: Year Zero Campaign

Disclaimer

I was sent a free copy of Mutant: Year Zero core rulebook to review for my blog. While I am very grateful for the opportunity, I won’t let it sway my opinions. These will be my honest impressions of the game.

What is Mutant: Year Zero

Mutant: Year Zero is an RPG about surviving the end of the world. After humanity has been descimated by plague and war. Those left on this dying planet have developed strange mutations and must fight to survive. Factions have formed, some creating new life on the ruins of the old cities, others roam the Zone in search of survival. You are one of the lucky few to venture into this rotting landscape in search of a new way to survive. What secrets will you uncover? What stories will create?

Why Session Zero?

After taking a short break for life events, our play group got back together for a new campaign, and a new system. We were all excited to be back together, and even more excited to start our new adventure. I’ve learned the importance of hosting a Session Zero before the start of a new campaign over my short life as a game master. Session Zero is the space where the group can talk about rules and expectations (because we all have the right to a safe space to roleplay), and create our characters.

I like to have my players create their characters together because we’re a play group of busy dads, and I don’t want to give them homework. Since I am always jumping between systems and platforms, my players always have questions, and it is nice to have a space where we can learn things together. It also helps break the ice as they start planning their characters. Some players come with ideas and building takes seconds, others will take their time to do it during the session. We have fun talking about different mechanics and characteristics.

After we create our characters, I like to slowly introduce mechanics. I give them a space to Roleplay to help them get into the space, I through some checks and a bit of combat to give them a taste of what is to come. Depending on how long the planning session takes, I try not overwhelm my players with too much content on the first day.

I used to skip session zero and go strait into the first game. I’ve learned that having that space where we can jokes around, answer questions, and build our characters gets us ready for the upcoming adventure and gets us started on a strong note.

Impressions

Setting up for our Mutant campaign was easy. The book lays the character creation process clearly, and using the official Alchemy RPG module made things even easier. Most of my players created their character from scratch, but one of my players edited one of the premade characters. How balanced each method is yet to be seen. The most exciting part of character creation is rolling for the mutation. Mutations are random and permanent in this game, and that first gamble of the game shapes a players identity. At least it did at my table.

I very much appreciate how each player focused on a different part of the book. One was more interested in the lore, another the mechanics, and together we were able to answer most questions. I found the more we talked about the game, the more excited we grew. My players are itching to use their mutations and explore this new world, and I can’t wait to run it for them.

I am running the included Path to Eden adventure, and so far, I’m hooked. The lore is interesting, and I like that it gives me the freedom to create the adventure I want between the meta narrative its left for me. I will need to do a bit more digging, but so far, we are happy with the system. Stay tuned to see if that changes.

You can pick up the Mutant: Year Zero Core Rulebook on the official Free League Publishing website.

A Solid First Impression of Mutant: Year Zero TTRPG

I was sent a free copy of Mutant: Year Zero to review for my blog. I haven’t had a chance to run a game of Mutant, but I did read through it. These will be my honest impressions of the system. 

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The Book

The quality of this rulebook’s printing is expectantly phenomenal. You have a sturdily bounded book printed on high-quality paper. I have the PDF of Mutant: Year Zero, but nothing beats flipping through the pages and actually seeing the illustrations in person. I am a huge fan of the artwork, so I had a lot of fun flipping through the pages and admiring the illustrations. You don’t need the book to play Mutant, you can get by with the PDF, but it’s cooler with the book out. 

The Story

The World as we know it has ended. War, famine, and illness have ravaged the land, leaving it a desolate and inhospitable place. Humanity’s only survivors have twisted and mutated to become unrecognizable to their ancestors. As the world falls into chaos, the Arc becomes humanity’s last remaining claim at civilization. Here, the lucky few have formed a community away from the brutality of the zone. But those peaceful days within the Arc’s walls are numbered. As supplies begin to dwindle, and tensions begin to rise, it is time to venture into the unforgiving unknown and search for salvation. What adventures await?

What is Mutant: Year Zero?

Mutant: Year Zero  is a post-apocalyptic tabletop RPG that uses the award-winning Year Zero engine to tell its story. If you haven’t played a game that uses the Year Zero engine, it is a super easy system to learn that uses D6s to run. Players succeed based on the number of sixes they roll. 

In the simplest terms, Mutant is a post-apocalyptic world filled with X-Men. Players start the game by picking a role, rolling stats, and rolling for a random mutation. Players can’t choose their mutation, but they can roll for a second ability at the cost of some skill points. Having a random ability is bound to spark some cool narratives. 

The core book has everything you need to run a campaign in Mutant. It has an expansive lore about the world, abilities, and communities. While you don’t have a module to run, you do have access to a decent list of hooks and encounters. You’re going to need this rulebook to run a complete campaign of Mutant, but there are some prewritten modules if you need them. 

What sets Mutant apart is its survival mechanics. Players will consistently push their limits as they fight to live another day. Food is scares, gear will break, and players will be forced to use their mutations. It is not a giddy dark survival that you would expect from Alien RPG, but isn’t easy either. If you’ve ever wanted to play a superhero campaign, Mutant: Year Zero is a fantastic place to start.  

Free Starter Booklet

The best place to start with Mutant: Year Zero is the starter booklet. The booklet offers a streamlined condensed version of the rules, a prewritten campaign, and a set of pre-generated characters to run your first campaign. It is always a good idea to test if a system is a good fit at your table. You can get a copy of the free booklet from the official site, but I’ll leave it below for your convenience. 

Impressions

I am a huge fan of the artwork. I love the comic book style of the illustrations, and I appreciate the amount of flavor that fills its pages. The jobs and mutations have some fantastic flavor. I am interested in seeing how my players react to their random mutation. I definitely see the potential for shenanigans. 

This seems like an easy system to pick up with a solid amount of potential. Combat seems fine, but the fact that gear can break and players can use mutations is sure to keep things interesting. Ultimately it comes down to you enjoying the flavor and wanting to break out of the fantasy real. It’s going to be a while before I run a campaign of Mutant because my players prefer their fantasy, but I’m slowly getting there. I did manage to break away from D&D, so I’ll hold on to my faith. 

If you’re looking for a new TTRPG about survival and superpowers, check out Mutant: Year Zero. You can pick up the Mutant: Year Zero core rule book on Amazon for $49.99 using my affiliate link. 

Mutant: Year Zero – Ad Astra – Take the Apocalypse into Space

I was sent the Mutant Year Zero: Ad Astra Campaign for free to cover for my blog. I haven’t had a chance to play the game because I am still finishing up my Dragonbane campaign, but I’ve read through the book. This will be my impressions of the book.

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What is Ad Astra

Ad Astra is the latest campaign book for Free League Publishing‘s TTRPG, Mutant: Year Zero releasing onf Febuary 13th. Ad Astra picks up after The Path to Eden campaign. It is recommended you own the Mutant: Genlab Alpha and Mutant: Mechatron expansions for additional rules and stats. I don’t see why you couldn’t just make up rules on the spot, but it is always nice to have balanced stat blocks at the ready. You’ll also need a copy of the core rule book, although you might get away with just using the starter booklet

If you’re interested in running a game of Mutant: Year Zero, I recommend you pick up the starter booklet. The booklet provides a streamlined and condensed sample of the game, and it comes with a sample campaign and character sheets to get you started. I recommend you run through the starter booklet before you invest in the system. You can grab your free copy of the PDF on Drivethru RPG, but I’ll leave a copy here for your convenience. 

Story

Society has fallen. The planet has become a wasteland. Those who survive on its surface have mutated, and are now unrecognizable to their ancestors. With the resources dwindling, survivors must fight to stay alive. This time, the call to adventure takes our heroes into space. What mysteries lie beyond the stars? What adventures await? Explore the solar system and fight new monsters in this new epic adventure.

Impressions

I love the comic book style of this system, and Ad Astra is no exception. I absolutely love the flavor of this game, and space campaigns are always fun. I am never big on following prewritten adventures, but I am coming around. It is nice to have something already prepared with lore, encounters, and loot. I usually use these as a jumping-off point, but will eventually end up off-book. When that happens, it is nice to have something to fall back on when the story needs a little nudge.

I like how this book feels like a history book. It goes into a good amount of detail about factions, history, and everything you need for World Building. How much I would use it would depend on my players, but I appreciate the book for the resource that it is. 

As gameplay goes, I’ll have to run a campaign first. I’ve been having a lot of fun with the Year Zero system, so if this game plays anything like Dragonbane, I am here for it. 

If you are interested in a campaign of Mutant, I recommend you run the booklet first to get a sense if it’s the right game for your table. After your table has become invested, move through the rest of the resources until you’re ready to take things into space. 

If you’re already playing Mutant and want to take things into space, you should consider Ad Astra. The artwork is fantastic, the flavor is great, and it introduces unique monsters, items, and mechanics you’re going to want to borrow for your campaign. 

You can preorder your copy of the Ad Astra campaign on the official site for $41.80 (not including shipping), or from Amazon for $39.99 (free shipping with Prime).