Fršom the sleek dice-pool systems, to simple tracking, and boatloads of roleplay-based mechanics, The Electric State Roleplaying Game is a TTRPG that almost plays itself. It's geared toward more creative players than those with a penchant for number-crunching, and seeks to inspire with oodles of rollź¦ tables and gorgeous post-apocalyptic illustrations. While the hand-waving rulebook might frustrate some, it's a pointed, cinematic experience for those looking to get deep in the technological uncanny valley.
Saturated in '90s nostalgia, The Electric State Roleplaying Game brings an intiš °mate, heartfelt road-trip vibe to an alternate history America. Throughout the 219-page rulebook, Simon Stålenhag's haunting, retro futuristic artwork breathes life into a story of survival, companionship, and atonement for a spotted past. One that will challenge even the most seasoned tabletop player to set powerful scenes that draw out the drama in order to advance.
Here, players strive toward deeply personal dreams and goals as they meander their way across the fractured nation of Pacifica (prev. California), in the wake of a nine-year civil war. Unlike 澳擲幸čæ5å¼å„å·ē åå²ę„询:The Electric State movie, which pits humanity against robot kind, the tabletop game reflects the aftermath of devastating human infighting that paved the way for one megacorporation's rise to dominance. It's a story that pokes at humanity's flaws, while navigating wild tales of ghosts in the machine. In other words, it's exactly what the 澳擲幸čæ5å¼å„å·ē åå²ę„询:best tabletop RPGs should be.
The Electric State Roleplaying Game features & dšesign
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Price
/
Ages
14+
System
Year Zero
Players
1 - 6
Lasts
~4hrs per session
Complexity
Moderate
Designers
Nils Hintze, Tomas Härenstam
Publisher
Free League
Play if you enjoy
Break!! RPG, Scion, Cyberpunk, The Sprawl, PošÆwered by The Apocalyļ·ŗpse games in general
Quick and easy to kick off, but a little more prep than you might expect
Roleplay-based mechanics and minimal tracking lighten load on GM
Vague rulebook can be frustrating
The Electric State Roāleplaying Game is the quintessential road trip movie turned TTPRG, and set in an alternative '90s post-apocalyptia. While that means the character archetypes can feel a little played out, with cookie-cutter reskinned Veteran and investigator characters both featuring, there's plenty of room for creative types to subvš¦ert more harmful tropes that might emerge, and make a character their own.
Based on the Year Zero tabletop system – the same as Free League's own 澳擲幸čæ5å¼å„å·ē åå²ę„询:Alien RPG – The Electric State takes cues from Storypath and Powered By The Apocalypse systems. It zeroes in on a player character's dreams and goals, and causes oodles of interpersonal drama which plays out without much input from the GM. In order to recover a player character's hope stat, playš ers can set a scene to work things through. These pivotal moments reduce tension between characters and replenish hope, which is crucial to avoid break-downs and potential rolls on the mental trauma table (an optional rule).
(Image credit: Katie Wickens)
With its minimal-stat playbooks, standard six-sided dice pools, and roleplay-dependent character advancement, it focuseā±s more on thematic engagement than numbers, making it a supremely easy system to learn and play. What that does mean, is that sticklers for the rules may find all the "GM has the last say" hand-waving a little frustrating. And while the rulebook is vague enough to allow theź¦ 'rule of cool' to reign, the single-six-success dice pool system means it can be a little difficult to keep pacing and cinematics with an always-visible difficulty class pinned to every roll. That said, everyone knowing the stakes takes a lot of the weight off the Game Master, which is really where the system shines.
There are plenty of roll tables to support play, and I was often flipping back and forth between pages since the book can be hard to reference in a frenzied moment. It's well-laid out aą“nd in an order that doesn't feel front-loaded, but I was a fool to think the starter scenariš§øos would detail everything I needed. There's a little more prep needed than you might expect if you don't want to be rolling on random tables every five minutes.
Gameplay
(Image credit: Katie Wickens)
Tension and hope loop is fascinating
Well balanced with easy to mod values
Countdowns are a fantastic way to keep things moving
The Electric State puts a real emź§phasisᣠon the ebb and flow of tension between player characters. Once players get a handle on their trajectory, it's beautiful to witness the heroes in constant flux with one another. With mechanics that encourage roleplay to the max, every session is a cacophony of interpersonal conflict, which really works to support the theme and underlying message The Electric State tries to deliver. And when the players are doing most of the work for you it's far easier to allow things to unfold organically than a lot of systems I've played. Just be ready to wrangle your players and skip the boring bits if you want to actually get what the book calls a 'oneshot' into a single session.
Still, with sšmall values and little to track ošther than unseen countdowns for each scenario and player character, the GM can kick back as the drama unfolds, interjecting only to propel the timeline or spotlight a quiet player's take.
There are also some fantastic attempts to balance the game, especially for āthose rollišng badly. These include failed stat improvement rolls that wield new talents instead, and the ability to push a roll at the expense of hope. Both make the low success rate far more palatable, and while it's still a high-stakes system that can be brutal at times, there are plenty of ways for players to spring back into action.
Should you buy The Elāectric Statš„e Roleplaying Game?
(Image credit: Katie Wickens)
Packed with drama and catharsšis, The Electric State is one for the roleplay-inclined, as opposed to the number crunchers. All those action-packed moments in which you're face-to-face with a ten-foot robot in all its uncanny glory are interspersed with intimate moments of growth and redemption that would be diminished by a numbers-heavy system. If you want to get ahead, you have to lean into your character's dreams and act for your supper.
Since the system hinges on players' willingness to engage with one another's characters on a meaningful level – causing and relieving drama ad nauseum between fights &š“ndash; it's not a TTRPG that's meant for your average killbilly. Those with a penchant for social ping-pong will have a great time playing… as long as they don't mind facing the inevitable heat of failure, or a depression spiral from too much Neurocasš”ting.
Ratings
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Category
Notes
Score
Game mechanics
Cinešmatics are difficult to achieve with known difficulty, but otherwise the rules-light, roleplay-inducing meš chanics are smashing.
5/5
Accessibility
The modded Year Zero engine is easy to learn and teach, but the book and starter adventures might be too vagź§ue for some.
4/5
Replayability
There's so much potential for new adventures to spring up, and players get super investedš· in their characters.
5/5
Setup & pack down
Getāting a session going is super easy: gather loads of six-sided dice and a character sheet,ź§ and you're ready to go.
5/5
Component quality
The Electric State boasts a well-laid out rulebook, though it's not as easy to reference as some. The artwork anź¦d print quality aš²re great.
5/5
Buy it if...
✅ You're big on interpersonal roleplay This is a system that focuses on and delivers big rewašrds for meaningful player interactions.
✅ You don't mind a bit of rules hand-waving There's some vagueness to the rules š»that might frš °ustrate a certain kind of player.
Don't buy it if...
❌ You prefer a less cinematic game With minimal crunch and a spotlight focus that cuts between pertinent scenes, the GM needsš to fast forward deftly and leave behind the gumpf.
This review was conducted using a copy of theꦺ game provided by the publisher.
After reading the core rulebook in full and examining the included adventures, our reviewer played a session of the game as Game Master to see it in action. They then compared šthe experience to other tabletop RPGs in their collection.
Katie is a freelancše writer with almost 5 years experience in covering everything from tabletop RPGs, to video games and tech. Besides earning a Game Art and Design degree up to Masters level, she is a designer of board games, board game workshop facilitator, and an avid TTRPG Games Master - not to mention a former Hardware Writer over at PC Gamer.
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