Publisher: Free League Publishing
RPG System: Year Zero
Free League Publishing has been on a hot streak for years. From Dragonbane to Alien to Mark Borg, their games have consistently delivered entertaining sessions with innovative uses of the Year Zero engine. The Electric State continues this trend, pulling players into an apocalyptic version of 1990s America where players hit the road with stops, robots, and personal revelations.
What’s Inside?
After a brief introduction chapter, the Electric State Core Rulebook provides the reader with 29 pages detailing the setting of Pacifica. This chapter covers the location, history, the concept of Neuronics, the corporations that influence Pacifica, and the state of other nations. Following this, there is a 26-page chapter dedicated to player characters, including archetypes, attributes, talents, and all the elements players need to roleplay their characters effectively within the framework of the rules.
Combat is addressed in a 34-page chapter that provides enough information to clarify the rules for both players and GMs. The next chapter, “The Journey,” equips GMs with all the tools they need to plan, start, and conclude the journey for the players. It also includes guides for preparing individual stops (which serve as specific sessions) and running them effectively. The subsequent chapter focuses on Threats, functioning as a bestiary for the game.
The book also includes Into the Dust, a small three-stop campaign, and a final chapter with rules for solo play without a GM. The hardcover edition comes with a bonus map poster of Pacifica, adding a nice touch for players and GMs alike.
Storytelling & Worldbuilding
The Electric State places players in a dystopian vision of an alternate 1990s America, where technology has broken us. Inspired by Simon Stålenhag’s art book of the same name, this role-playing game centers on the journey of player travelers across Pacifica. The book gives briefs on the state of various parts of Pacifica, like San Francisco, LA, and the California coast.
While each chapter might not focus on worldbuilding, does give tons of tidbits of lore a look at the setting that can help players and GMs get into the right set of mind for creating a believable world together. The look at a few corporations and the other nations in what used to be North America also gives readers a nice look at the rest of the world. This can help create characters or NPCs that aren’t from Pacifica to give believable backstories or motivations.
Rules & Mechanics
The Electric State uses the versatile Year Zero Engine, emphasizing simplicity and immersion over complex mechanics. This system ensures the focus remains on the narrative and role-playing rather than crunchy math calculations, making it approachable for everyone interested in the setting. Still, The Electric State does have a few new features that set it apart from Free League’s other titles.
Each player creates a Traveler, a character defined by their reasons for embarking on the journey, which are as crucial to gameplay as their attributes or skills. Attributes—Strength, Agility, Wits, and Empathy— affect dice rolls, while additional elements like Talents and Archetypes offer customization and role-specific strengths. For instance, the Drone Pilot archetype allows players to control a robotic body remotely. Tension and Hope drive character dynamics and emotional depth. Tension tracks the interpersonal relationships between party members, fluctuating based on in-game events and character interactions. Managing Tension can affect dice rolls and even restore Hope, which represents a character’s mental resilience.
The “Bliss” mechanic measures a Traveler’s dependence on the neurocaster, the technology central to the setting. As Bliss increases so does the risk of addiction and detachment from reality.
Combat and conflict are streamlined but not too light, with players engaging in opposed rolls or using the environment to their advantage.
The GM Experience
The Electric State RPG offers a rewarding experience for Game Masters, blending intuitive mechanics with rich storytelling tools. The standout feature is the Threat Countdown, a streamlined system that organizes key narrative beats while allowing for flexibility if players stray from the plan. This system, paired with collaborative character creation and personal character arcs, makes it easy to weave individual player goals into the broader journey. The game’s emphasis on relationships and tension mechanics encourages deep role-playing moments, fostering emotional stakes that just make everything better. The book provides tons of tools for creating custom journeys and stops, offering GMs the flexibility to design their adventures if they don’t want to use the “Into the Dust” campaign.
The worldbuilding support in The Electric State elevates the GM’s experience further, with detailed setting descriptions, excellent artwork, and modular design elements. The flexibility to build threats, encounters, and even vehicles enhances the experience.
The Player Experience
Each Traveler also has a personal “Dream” and a favorite ’90s song, and that alone shows how much the game leans into the theme while also emphasizing storytelling.
Each traveler has a unique archetype, personal motivations, and flaws that influence the journey. The character creation process also includes a collaborative bit that allows players to connect with the setting and their companions. Relationships and tension mechanics add layers of complexity to interactions. Throw in personal items, dreams, the aforementioned favorite ’90s song, and players have all the tools they need to be the character.
Artwork & Presentation
The Electric State Core Rulebook is a visual treat. Simon Stålenhag’s artwork is fully integrated into its presentation. Each page captures the beautiful, dystopian atmosphere with abandoned highways, corporate structures, and eerie robotic figures that bring the world to life. The art looks great while also serving as a tool for setting the tone and inspiring storytelling.
The book’s design is equally impressive, with thoughtful typography and layout choices that are easy to read and navigate. The book also feels like a product of its time due to the font choices throughout.
Is It Worth It?
The Electric State is worth the investment for players and GMs seeking a new kind of narrative-driven RPG experience. Its focus on personal journeys, emotional connections, and collaborative role-playing sets it apart from more traditional RPGs. Whether you’re drawn to Simon Stålenhag’s striking visuals or the innovative gameplay elements, The Electric State delivers a unique tabletop experience that justifies its price and promises countless hours of compelling adventures.
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