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Apocalypse World vs Mutant: Year Zero

Compare Apocalypse World and Mutant: Year Zero side by side. See differences in complexity, dice, genre, cost, and more.

Apocalypse WorldMutant: Year Zero
GenrePost-ApocalypticPost-Apocalyptic
Play StyleNarrative, Rules-Light, Collaborative, Improvisation, Low-Prep, Drama, Theater of the Mind, Roleplay-Heavy, Playbook-DrivenSandbox, Survival, Exploration, Character-Driven, Worldbuilding, Narrative
Core MechanicRoll 2d6 + stat. 6−: MC makes a hard move, 7–9: succeed with cost or complication, 10+: full success. Playbook moves trigger from the fiction. The MC follows Agendas and Principles instead of plotting.Roll a pool of d6s (attribute + skill + gear). Each 6 is a success; one success is enough. You can push your roll to reroll failures, but 1s on attribute dice cause trauma and 1s on gear dice cause damage to equipment. Mutations cost Mutation Points and can misfire with unpredictable side effects.
Dice2d6d6 dice pool
ComplexityLowMedium
AccessibilityMediumMedium
RunnabilityHighHigh
LicenseCC BY 4.0 (Powered by the Apocalypse)Proprietary
Cost$$$$
Publisherlumpley gamesFree League Publishing
Year20162014
Best ForGroups who want raw, character-driven post-apocalyptic drama where the fiction leads and the MC never plans ahead.Post-apocalyptic campaigns where mutant survivors explore a deadly Zone, build up their home settlement, and search for the mythical Eden — with the Year Zero Engine that spawned a family of games.
HighlightsGenre-defining design that launched the entire PbtA movement, playbooks with built-in dramatic hooks, MC framework provides detailed GM guidance, highly hackablePush mechanic creates tough choices, Ark development gives players a shared home to build, Zone exploration is tense and rewarding, eight distinctive roles with built-in relationships and dreams, launched the Year Zero Engine family
ConsiderationsCan feel directionless without strong character flags, 2nd edition layout is dense and hard to reference, move trigger ambiguity requires frequent MC judgment calls, harm mechanics can cascade quicklyMutation randomness can frustrate planners, metaplot requires significant GM commitment, Ark development bookkeeping adds between-session overhead, Zone travel can feel repetitive without varied encounters