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Year Zero MINI Playtesting Info

First of all, thank you so much for taking a look


at YZM! This is still a playtest version, which
Version 0.4d -- ©2019 Matt Kay Games means it’s unfinished and subject to change.
As such, it’s vital that I get your feedback if you
You can support this game and the get a chance to try it out, so the game can reach
creation of settings and supplements its full potential.
at the author’s Patreon campaign. If this book gets expanded and goes to print (it
would be POD on DriveThruRPG), I’ll provide an
at-cost POD voucher for everyone who provides
Web | Discord | Facebook | MeWe | Reddit full feedback during the playtesting phase.
In order to make this easy on you, I’ve created a
GAME DESIGN, WRITING, LAYOUT survey over at Google Forms (link). It should
Matt Kay ( @9littlebees) only take about 10 minutes, and you will need
to provide an email address - this is so that I can
contact you regarding the POD voucher.
GRAPHIC ASSETS If YZM never goes to print, you will still have
OnlyGFX.com my gratitude at helping make this game better!

FONTS
What You Need to Play
Dominican & Crimson Text Players: In my experience, roleplaying games
are best played with a smaller number of players
(1-4). YZM is also best experienced in such a

Resources
way, but can also easily handle bigger groups.
Imagination: YZM is best played when the
Character sheets, settings, and other resources players tell a story together, rather than the
can all be found at 9littlebees.com/yzm. Gamemaster (GM) telling the players a story

Inspiration
that they get to take part in. Thus the GM
shouldn’t need much prep, because the story
will largely be in the hands of the players.
Year Zero Mini (YZM) is inspired by:
Dice: YZM uses standard, six-sided dice (D6s).
• Tales From the Loop (most of the rules), You will need a lot of them for the game -
• Mouse Guard RPG (Conviction, Impulse, ideally a dozen per player. I recommend 14mm
& Advancement), and dice with rounded corners, as these seem to roll
• Alas for the Awful Sea (Wealth). the best, and can be bought in a wide variety of

The Open Licence


colours on eBay for very little money.
Tokens: Luck Points work best with tokens or
YZM is using the base “engine” from Tales From poker chips. Only update the Luck section of the
the Loop by Fria Ligan, who are currently character sheet at the end of the session, so you
working on an Open Gaming Licence (OGL) know how many you need for the next.
for their Year Zero games. Once this is released,
the details of it will be added to YZM.

i
Step 2: Attributes Step 5: Friend
Your GM will tell you how many points to distribute between Write a short statement about the relationship with your Friend,
the four Attributes (between 10-16, depending on the setting). The the PC you feel closest to (they don’t have to feel the same about
The first thing to point out is that unlike many other rules-light rank of each Attribute must be between 2 and 6. They are: you). Here are some examples:
frameworks, YZM is designed to play gritty games. This means • Strength - physical power & stamina; • “[Friend] once saved my life, now I am in her debt.”
failure has consequences (just as it does in real life) and things • Agility - physical finesse & nimbleness; • “[Friend] is naïve and needs my guidance.”
can go badly for you quite quickly if you try to play it like an • Wits - cunning & perception; • “[Friend] is far too reckless; I must stay close.”
action video game. • Empathy - charisma & manipulation. • “[Friend] is a true leader, worth fighting & dying for.”
Why am I saying that here? Because it’s important when The maximum rank for all Attributes is 8, though your GM may • “[Friend] doesn’t trust me, but I will prove myself.”
visualising your player character (PC). By all means make a increase this cap to fit your game’s theme & tone. • “[Friend] is alright, despite having the manners of a goat!”
capable character that fits within the setting and game pitch, but
also try to keep them relatable, as playing to their personality will
ultimately help keep them alive.
Step 3: Conviction If you sacrifice something or put yourself in harm's way for
them, gain 1 Luck Point (see page 2).
Your Conviction represents a strong belief that shapes how you
Step 0: Your Group
Relationships are fluid, and it is quite likely that your Friendships
view the world around you. Use a punchy phrase which really evolve with the story. During a period of downtime in the story,
gets to the heart of what you believe. Here are some examples: you can either change the wording of your existing Friendship,
Before creating your own character in a vacuum, discuss a group or change Friends to a different PC altogether.
concept with the other players. Many settings will already have • All problems can be solved with swift violence.

Step 6: Asset
this baked in. Here are some examples: • It is the duty of the strong to protect the weak.
• Nothing is more important than my reputation.
• Private Investigators secretly working for the “Man”. • Only evil things wander about in darkness. You start the game with one Asset, a piece of equipment which
• Explorers trying to find a new home, artefacts, etc. • A good soldier follows orders without question. says something about who you are. Try to make this something
• Anarchists trying to undermine the authorities. • Bravery is never letting others see your fear. iconic, rather than something useful. Here are some examples:
• Colonists trying to tame a new & inhospitable land.
• Entertainers trying to bring joy to a joyless land. If you act on your Conviction and it adds to the story, gain 1 • A small but savage dog named Fritz.
• Aides trying to keep the Galactic President out of trouble. Luck Point (see page 2). • A battered but reliable mountain bike.
• A sturdy shepherd’s crook.
Step 1: Concept
You can change your Conviction to something more narratively
suitable during a period of downtime in the story. • Your grandfather’s revolver (and a conceal & carry permit).
• Cybernetic hacking tools concealed in your wrist.
Your Concept describes who you are. If some element of your
Concept can help you, gain a bonus to your roll. Step 4: Impulse • A luxurious bath towel embroidered with a large “42”.

Your Impulse is a knee-jerk reaction - something you do without If it can help you when you roll, your Asset grants 2 bonus dice.
To create your Concept, simply think of a Quality, Background,
Step 7: Wealth
and Career. even thinking when trouble reaches out and slaps you in the face.
Use trigger words like “always”, “never”, or “if / then” when
• Quality is a one-word descriptor of your personality or a creating yours. Here are some examples:
mannerism (e.g. plucky, aloof, diplomatic, rational); The last step in character creation is Wealth. You won’t be
• Never touch another person’s blood. tracking individual coins, dollars, or credits in YZM; instead,
• Background describes where you are from, and will
• Always draw steel at the slightest insult. your Wealth Level determines if you have enough money to
heavily depend on the setting (ask your GM if unsure).
• Never turn your back on an enemy. afford something. There are 4 levels, worded as follows:
• Career describes what you do for a living (e.g. rat catcher,
detective, driver, xenologist). • If in doubt, always start a fire. • Poor - you can’t afford much at all.
• Never attack an unarmed opponent. • Average - you can afford to buy most necessities.
Here are some examples: • Always recite own poetry at the worst moments. • Well-Off - you can afford to splurge every now and again.
• Grumpy Dwarf Miner; If you act on your Impulse and it complicates things for you or • Rich - you rarely have to think about money (you can't be
• Jaded Cockney Private Investigator; your party, gain 1 Luck Point (see page 2). Rich at character creation, sorry!).

1
• Confident Aristocratic Actress; Come up with a Wealth level which aligns with your
• Flamboyant Lowborn Duellist; Like your Conviction, you can also change your Impulse to Concept, and agree it with the GM before marking
• Cocky British Pilot; something more narratively suitable during a period of the box on your character sheet.
downtime in the story.
• Poetic Vogon Slicer.
A Complication’s magnitude is determined by the value of the
highest die. On a 5, the Complication is minor, while a 1 is Conflict
extremely serious. This might sound harsh, but the idea is that Conflict is central to a good story, and while many traditional
failure should be meaningful and drive the story forward. roleplaying games have complex rules for how to handle this,

Rolling Dice Your Thief rolls a dice pool with 4 dice, but rolls terribly - the conflict in YZM is treated like any other roll: the GM simply
highest die is a 3. Not only does she fail to pick the locked door, she passes the spotlight amongst you, giving each of you a scene
also makes a loud noise in the attempt which attracts a guard... where appropriate.
YZM uses up to a dozen six-sided dice (D6s) when you roll. The

Luck Points
number of dice is referred to as a “pool” of dice. If someone attacks you in a conflict, you roll to defend yourself. If
an adversary is suffering Trauma, you gain +1D to your roll.
You roll your pool of dice anytime you attempt a dramatic action,
but only when failing the roll would be interesting. You start the first (& only the first) session with 1 Luck Point. Complications in conflict always result in one or more Trauma,
While unused Luck Points carry over between sessions, you though additional effects may also be appropriate. If you roll a
The bit in italics above is especially important in YZM, since never start with a free one if you spent them all last session. critical success during conflict, you inflict 2 Trauma.
rolling dice is tied to advancement. The GM will tell you when to
roll, as well as what is at stake if you fail. You gain more by acting on your Conviction, allowing your
Impulse to get you into trouble, or sacrificing something for Climatic Scenes
Players are in control of their own destinies, and make all rolls in your Friend.
the game. The GM might have a couple of dice to roll for Some climatic moments in the story might call for more
random tables (to help flesh out a location or NPC, etc), but they You can spend a Luck Point to reroll (holding as many dice as structure, where a single roll of the dice just won’t be enough. In
do not roll to see what happens. you wish), though this can only be done once per roll. this case, each PC gets an opportunity to do their part, and the
following structure is used to enact these Climatic Scenes:
Building the Pool Advancement 1. Stakes: The GM explains what is at stake if you fail. This
should be a story development, but could include Trauma.
When it is time to roll, the GM will tell you which Attribute to In YZM, your Attributes increase as you use them. Each time you
roll the dice, put a tally in the success or failure box next to the 2. Magnitude: The GM declares the Magnitude - the number
use. The number of dice in your pool is simply the rank of the
Attribute you just used. When both your success AND failure of successes needed to overcome the challenge.
Attribute you have been asked to use, plus Modifiers.
tallies equal two times that Attribute’s current rank, you can 3. Plan: The players come up with a plan. The GM can
+/-1D simply means add or remove one die from your pool. increase that Attribute. disallow anything unreasonable.
If your Concept can help you with a roll (i.e. a Socialite haggling 4. Roll: The players enact their plan, acting out their scenes in
For example, if your current Attribute rank is 3, once you have turn. Each success rolled counts towards the Magnitude.
with a market stall owner), gain +1D. If you are expertly-trained accumulated 6 successes AND 6 failures for that Attribute, you can
(i.e. a Socialite charming a crowd), gain +2D. 5. Outcome: Compare the total number of successes against
raise its rank from 3 to 4 and reset the success / failure tallies. the Magnitude. The PCs can “buy” additional successes by

Trauma
If your Asset can be used for a roll, gain +2D. taking Trauma, until the Magnitude is reached, otherwise
Finally, if anything else could grant an advantage, gain +1D. Any they fail completely and the stakes are inflicted.
type of disadvantage causes -1D. Each time you take physical or mental trauma, mark the
appropriate number of Trauma boxes on your character sheet. Knowledge
6 Means Success The grey negative numbers indicate the penalty you suffer to all Don’t roll a normal dice pool to determine if you know
To determine success, look at the dice in the pool. The value of rolls until you recover (these aren’t cumulative). something. This is important because recalling something
the highest die tells you if you succeed or fail your roll: shouldn’t increase your general knowledge or intellect.
Recovery: two Trauma boxes during each period of downtime
• multiple 6s: critical success; in the story, assuming you are not stressed and have time to rest. Instead, the GM will either give you the information or ask you
to make a knowledge roll to find out if you know:
• 6: full success; Broken: when all 4 Trauma boxes are ticked and you take a 5th
• 1-5: failure with a Complication. Trauma, you become Broken. You are out of action until you can • If something in your Concept could help provide that
recover one Trauma. knowledge, roll 2 dice;
If you score a critical success on your roll, it goes well in the
• If there is a very strong argument to be made for your
best way possible, and can even have bonus side effects. Scars: Each time you become Broken, you gain a permanent Concept, roll 4 dice;
A Complication is a bad side effect of your roll. This shouldn’t Scar. Mark it on your sheet and roll 2 dice, discarding the lowest • If your Concept can’t help, roll 2 dice and use the lower

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increase the magnitude of the failure, but rather cause some die. If the remaining die is under or equal to the number of Scars die rolled.
other negative thing to happen, appropriate to the situation. If you now have, you are dead.
there is a threat of danger, you might suffer Trauma. You need a 6 to succeessfully recall the knowledge,
You cannot spend Luck Points to retry your Scar roll. and Luck Points can be spent on this knowledge roll.
Handling Knowledge Special Traits
Knowledge is not handled by a normal roll in YZM. You are Some challenges and NPCs are significantly harder to beat. They
encouraged to give players knowledge for free if it is clear from will have one or more Special Traits, with a score of 2 or 3. To

To Roll, Or Not to Roll


their Concept that a character would likely know the answer, and overcome that challenge or NPC, players need to roll a number
it does not sabotage the story. For example, a player asks if their of successes equal to the Special Trait score.
“Elusive Ranger” recognises the scratch marks on a tree in the
It’s up to you to ensure that players don’t roll for trivial things A Special Trait only comes into play if it is applicable to the roll
forest (made by a normal bear). Don’t ask for a roll, just tell them.
(opening unlocked doors, doing simple tasks when there is no at hand, which depends on the approach taken by the characters.
pressure involved, etc). If it is important to your setting (a contemporary mystery game, If the players find a way around this Special Trait, only a single
for example) or there is any uncertainty surrounding whether a success is needed. Here are some examples of Special Traits:
If failure wouldn’t be interesting, simply say “yes” and move on. character would know something, ask for a knowledge roll,
• Fierce Beast 3 - a dinosaur;
The Stakes though you get final say on whether a Concept element applies.
• Inhuman Strength 2 - a burly NPC;
Players sometimes need to know the stakes before they roll the Intra-Party Conflict •

Metal Frame 2 - a robot;
Wild Currents 2 - a swift river.
dice. While this is usually obvious, always tell them how much If the players ever come into conflict with each other, you can
Trauma will be inflicted before they roll, if any. ask them to describe what they want to do and then roll dice at
the same time. The one with the most successes wins and can say
Realistic Adversaries
In most instances, you should only inflict 1 Trauma for failing a
roll. However, this can be increased in the case of the PCs being what happens. They can also use Luck Points to reroll. Try to play NPCs as if they are real people who actually value
hit with a powerful mental or physical blow. their lives. If there is a fight and things aren’t going their way,
If they get equal numbers of successes, they may buy extra have the NPCs flee for their lives or beg for mercy.
If you are throwing powerful attacks at the PCs, do so rarely, as successes by taking Trauma - one success for each Trauma taken.
doing this too often will frustrate players. They can even become Broken to win if they want! If there still
isn’t a winner, something interrupts the situation.
Quick Gear
Concept Abuse & Clichés Most of the objects that players encounter are Props - everyday

Concepts are central to YZM. They replace skills and can be used
Magnitude in Climatic Scenes things that are described to give atmosphere but don’t affect rolls.
This could be a notepad or a mug, for example.
in every roll. As a result, it’s important to steer players away from Use the following simple formula to set Magnitude:
Concepts which are too generically useful. Items are more useful than Props & give a +1D bonus. To get
• Normal dificulty: 2x the number of PCs; the bonus, it must be used according to what it is made to do
A Concept should give you and the player a clear idea of the skills • Hard difficulty: 3x the number of PCs; (though player creativity shouldn’t be discouraged, of course).
that go with it. If it is vague or open to interpretation, encourage • Nearly Impossible difficulty: 4x the number of PCs. Players should write a +1 after the Item on their character sheet
the player to try to be more specific.
Quick NPCs
(e.g. “10m nylon rope +1”) to show it’s an Item and not a Prop.
Clichés should be embraced. Without skills, assumptions have to
be made about what the PCs are capable of. HOWEVER, be Creating NPCs spontaneously isn’t hard. The key is focused prep. Abstracting Wealth
mindful that stereotypes of a racial, sexual, and religious nature All you need to do is create a list of names, mannerisms, and Assume that characters have enough money to afford things at
can easily offend, so try to steer players away from adding them appearances. When you need an NPC during the game, simply their level of Wealth, rather than tracking currency. This means
to their Concept. look at the list and select one of each. that you will need to make rulings when asked if they can buy

Creative Complications
something - my advice is to be generous. Remember, Items only
Example Mannerisms Example Appearances give a max bonus of +1D, which won’t really break the game.
Frequently says “you know?” Heavily tattooed
When players fail a roll, something goes wrong and the players When players come across money in the setting, it is assumed
are at your mercy. The only thing you can’t say is “nothing Constantly digressing Dark rings under eyes that they’ll spend the majority of it during downtime. Increasing
happens”. Failure should always have consequences. Refers to self in 3rd person Crookedly broken nose Wealth Levels is a significant achievement and shouldn’t be
Encourage all the players to come up with a good Complication accomplished without serious long-term investment.
together. It might be that one of them suffers Trauma, loses Those character elements should give you enough meat to help Finally, only one starting character should be Well-Off (though

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something valuable, has to make a detour, or faces a new threat. you get into character. it’s better if none are, as the pursuit of Wealth is a
Sound harsh? Remember, they have a potential lifeline if they The final step is to indicate how many Trauma boxes the NPC great motivator & plot hook generator).
really want to avoid failing - Luck Points. has, and whether they get any Special Traits.
excellent resources that cover this in much more depth. • Optional: allow light passive use of powers at no cost and
a small +1D bonus to related rolls.
The first is Return of the Lazy Dungeon Master by Michael E.
Shea, a great book for GMs all about effectively doing less prep. If you come up with an alternate (and lightweight) Magic or
The second (shameless plug!) is the sandbox episode from my Superpower system, I’d love to hear about it - please get in touch!

Theme & Tone own podcast which you can find at mbcast.co/6. The final one is
the Gamemastery 101 series of blogposts at The Alexandrian. Setting Examples
When adapting YZM to a setting, the first things to consider are That said, here are some high-level pointers for creating a low- Depending on demand, there are plans to eventually release 1-
theme and tone. Identifying these will help determine how many prep, sandbox-style game. page setting sheets, usable for both one-shots and campaigns. In
starting points to grant at character creation and which character addition to providing ready settings to run, they can be used as
elements (if any) need tweaking. 1. Create or find a decent world/region/city/galaxy map; templates for creating / tweaking your own settings.
2. Populate that map with interesting locations;
Let’s use a high fantasy setting as an example. Your themes might Current setting ideas are:
3. Populate each location with interesting NPCs;
be War & Discovery and your tone might be Action & Humour. In
4. Come up with a handful of factions to create tension; • Alternate, alchemical Victorian era (no magic);
this case, you might want to grant more Attribute points at
character creation and you change the Attributes to mirror D&D 5. Create 2 or 3 conflicts to run in the background. • Anglo-Scottish border in the 5th Century;
or an OSR game (e.g. Strength, Dexterity, Wisdom, Charisma). The key thing to note here is that each location, NPC, faction, • Modern era with the advent of unsteady superpowers;
• Post-apocalypse where gnomes have inherited the earth;
Starting Attributes
and conflict should be written so that everything would fit on a
single index card. Avoid long sentences, and instead use bullets, • Dystopian near-future where skinning is the norm;
tags, and keywords to help you quickly grab the info at the table. • Far future human colony on a hostile planet.
There are two considerations to make before deciding how many
Organic Nemeses
starting Attributes to grant at character creation. The first is Settings will be uploaded to the game’s website as they are
whether you want a more heroic or gritty game. The second is completed. Visit 9littlebees.com/yzm to see some third-party
how many sessions you are planning to run. One thing that every good game needs is a Nemesis (or 2 or 3). examples which are already done and ready to play!
For a gritty campaign, grant 10 Attribute points at character
creation. For a more heroic campaign, grant 14. Increase this
After you’ve created a sandbox, one of the NPCs might jump out
at you as a worthy Nemesis. A better way to handle this, though, Simplifying for Kids
number by 2 for a one-shot. is to simply allow your players to interact with the game world, YZM came to life originally as an idea for making a game that I
which should include competing factions. could play with my 3 year old son. While it has grown to become
By design, YZM is a gritty game intended for short campaigns. a full-blown game in its own right, here are some things to
As play progresses, a Nemesis should organically appear. Once
Tweaking they do, flesh them out as per the Quick NPC guidelines, giving
them the same number of Trauma boxes as the PCs and 2 Special
consider changing in order to make it more kid-friendly:
• Rename Attributes (e.g. Strong, Fast, Smart, Friendly);
If the default YZM rules don’t fit your setting, feel free to tweak Traits (one at 3, one at 2). In addition, give them one or two • Change Advancement to be only failure = current rank;
any element as needed. Here are some common elements that ambitions which they are actively working towards in the
• Remove all traits other than Concept and Asset;
could be changed: background.
• Start each session with 3 Luck Points;


Attributes (e.g. Fitness, Dexterity, Cunning, Resolve);
Concepts (e.g. Quality + Superpower + Career);
Magical Powers •

Completely ignore equipment & Wealth;
Add drawing boxes for the Character and the Asset;
• Traits (e.g. Conviction > Pride; Impulse > Problem); YZM is designed to play gritty games, where magic is usually • Remove the entire Scar & Death mechanic.
• Trauma (e.g. 6 boxes; the first box gives no penalty). absent or only in the hands of an elite few. However, there is
nothing stopping you from adding magic to your setting. If you A child-friendly spin-off of YZM is planned and will basically
AFPUB and PSD files are available at tinyurl.com/yzm-resources do so, here are the recommended guidelines for keeping it gritty: include all of the above changes, plus adapted GM advice.

A Bit More Crunch, Please!


to tweak both the rules (in Affinity Publisher) and the character
sheet (in Photoshop CS6+) as needed. • Make the power a Concept element;
• Avoid spelling out what can and can’t be done and
Making a Low-Prep Sandbox encourage player imagination & creativity; YZM is deliberately focused on light rules and short campaigns
or one-shots, but what if you want a little more complexity?
• To actively use a power, require Trauma to be inflicted -
As a Gamemaster of many years, I have found that the most fun the number required scaling with how powerful the “cast”; Well, I’ve started developing Year Zero Lite, the big brother to

4
is had when I do less prep and give more narrative control to the • The power should always succeed without needing a roll; YZM, to scratch this itch. Most of the rules will
players. They’re going to do their own thing anyway!! • Allow Luck Points to be spent to offset Trauma, either at a mirror what you see here, but the biggest changes will
This is a huge topic and rather than provide heaps of advice on 1:1 cost, or 2 Luck Points per Trauma (recommended); be the addition of Skills and narrative Trauma.
how to run a low-prep game here, I’ll instead point you to some • Optional: allow very minor active use of powers at no cost;

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