$15.00 in Print+PDF (on sale as of 8/9/23 for $12)
Not to be confused with Into the Zone the Solo RPG, or Enter the Zone the Solo Journaling RPG, Into the Zone is a multiplayer conventional rpg that no doubt can be hacked to do solo journaling, and maybe somewhere on itch.io that's already been done. I'm still puzzling through the hows and whys of solo journaling rpgs, but that's not relevant to Into the Zone....so let's get in to it!
What it is: a 36 page rulebook in the artpunk zine rpg style, with a tight rules lite experience aimed at emulating video games and films like the STALKER series, Metro 2033, and...um, other games, books and maybe film that are also riffing off of the rather deeply inspirational Stalker and also influenced by the tragedy at Chornobyl. A recent influence of note is the movie Annihilation, and to a lesser degree the Southern Reach trilogy. Into the Zone tries to broaden the thematic concept by letting you place your particular restricted zone in any number of locations with any number of randomly rolled quirks.
As I read this book I will note that it engages with the more artsy "artpunk" style characteristic of Mork Borg and other Stockholm Kartel productions. It is, however, perfectly readable and nothing really poses an interpretation issue....the style informs the reader and player as you go along, and does a good job at it. For example, when you look at the character roles you will see that the skeptic's write-up looks like an online cluster of posts, while the vagabond is presented like a criminal history report, the soldier a Institute of Anomalous Studies referral, and the scientist a tablet file for review. Only the pilgrim is boring. Honestly, the only graphics issue at all is the preponderance of white font on black background on most pages, which can be an eye strain for some.
The System: At first glance Into the Zone looks like it's emulating a die-based mechanical process similar to Savage Worlds, but its a ruse! Don't believe it....its more insidious and weird than that. Yes, you assign die codes to your stats, which are muscle, prowess, smarts and grit and yes, those sound similar to some Savage Worlds stats.....but really your assigning letter ranks, which just correspond to die codes (Rank A = D6, Rank B = D8, etc.). And it gets better: your difficulty is always target #6. You need to beat it on two rolls, usually two stats (sometimes the same stat twice). Do you add these rolls, or do you pick the better of the two, which means lower in this case? I'm not 100% sure! I think you don't add them, unless you clearly do. It's not totally clear at all times. And yes, the system is roll under the target number! So a Rank E (D20) is positively abysmal, as you have higher odds of missing TN 6. That sweet spot at Rank A (D6) is what you want.
This leads to some oddities, such as when the system tells you to improve your ability one step that means going, say, from letter grade C to B. Once you wrap your head around this part, and accept that other parts are going to be roll high (ex: when you panic, you make a stress test and try to avoid going over a 20+ on the roll after adding your stress level to a smarts+grit check).
The necessity of two dice on all rolls is an oddity to me. The exceptions where you total the dice instead of comparing them is an oddity in rules consistency. I may not even be right on whether or not you compare dice on tests or total them. It's not all clear at times. I suspect with a few patient players we could puzzle it out.....but to contrast, most of the other systems reviewed so far in this series were fairly intuitive once you discerned their intent, and were generally consistent with either sticking to roll high or roll low resolution mechanics.
That's not to knock Into the Zone though, I think its mechanical design is just fine....but maybe it needed a slight rewrite and a few extra sentences to clarify its intent. Combat rules are one page for example and aim for simplicity and speed as much as possible.
The Setting: half the book is setting, which is defined in a "roll and improv" approach with tables for artifacts, anomalies, afflictions, stress and panic results, equipment, resources, encounters, and mixed in are some details on effects of exposure on excursions, a page of creatures (10), setting up a cordon (the base of operations stalkers...er, zoners? can return to), and in the back surprisingly is an example of play and two dense pages of GM advice on running the game.
The setting is pretty simple, from the ultra narrow focus of SF about well-armed survivalists going in to a mystery zone where something horrific has happened that does not have to be due to a nuclear accident (indeed, a chart lets you figure out what it might be or is rumored to be, and can include everything from aliens to a "paracausal awakening.") The players play the stalkers, who go in to the wilderness and stalk things in the zone, looking for arifacts, wealth, power or truth depending on what their focus is (the aforementioned pilgrims, soldiers, scientists, vagabonds and skeptics). Playing some "Stalker: Shadow of Chernobyl," Metro: Exodus or watching the movie Stalker might give you the level of focus you need to make this plot happen. It does look to me like there's enough procedural chart-rolled content for a GM to pretty much run from the book with no real clue as to plot direction, going "improv" the whole way.
Supplements: I don't see any support content for Into the Zone anywhere, though while searching I learned of an unrelated solo game of the same name, as well as Enter the Zone which I grabbed in print. It's a shame, this book could use a formal campaign/scenario expansion to help new GMs out.
Who is this for? Well, if you like the inspirational source material this game might be a no-brainer. That said, I am not 100% on board with the game's system as written....it has some unclear bits, and seems a bit cumbersome for a rules lite system. I could easily see using this as a chart/scenario resource for exactly this sort of campaign using some other game system, though. Maybe BRP or GURPS for more complex systems, or just use the charts here as an adaptation to Mothership or CY_BORG. I guess sure, I could run it as-is, too, and let that play attempt inform my judgement on it.
If you have no idea of the Stalker subgenre however, this might seem a bit weird and dense to you. Still....if you are like me and you loved the movie and book Annihilation, you may notice some worthy content here for consideration.
I used to be really big into collecting zines back in the late 80s and early 90s when most were being run off of desktop PCs and Macs, just right before the "netbook" days of the Internet.
ReplyDeleteI kinda fell out of the habit which is a pity, because your review reminded me that there is a lot of great stuff out there.
Yeah its really flourished in recent years, and the quality is over the top. I published a semi-monthly fanzine in the 80's called The Sorcerer's Scrolls and it was a lot of fun to make, but graphically I think my heyday was when I got Liz Danforth to contribute art, because most of the illustrations were otherwise fan art of "High School doodles" quality (okay to be fair we were all in high school at the time, I guess). Today's zine scene reflects that earnest energy plus just how easy it is to make a really neat looking product, and is incredibly cool. It also appears to be a pretty even mix of older gamers getting back in to it and younger gamers exploring new possibilities, so it manages to cater to both retro nostalgia and forward looking experimentalism at the same time.
Delete"Honestly, the only graphics issue at all is the preponderance of white font on black background on most pages, which can be an eye strain for some."
ReplyDeleteYeah, it sure is. Ahem.
LOL!!!! I hadn't even thought about that, an unintended self-critique.....
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