Mana Project’s TAZ RPG Launches Crowdfunding Campaign Today

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Is there a legal problem with calling your product TAZ? When most people hear the word they think of a slobbering tasmanian devil who harasses Bugs Bunny, but in this case it’s shorthand for Temporary Autonomous Zone and it’s the title of a new tabletop RPG from Mana Project Studio. Mana’s past products have included the Cowboy Bebop TTRPG and they usually do quality work. TAZ is a post-apocalyptic TTRPG set on a dystopian Earth where survivors band together in the aforementioned zones to fight against the terrors of Subterra, an underground network of cities, not all of them friendly. The surface is uninhabitable, but Subterra is dangerous on its own, with autocratic armies, bioengineered weapons and deadly robots to contend with. You just want to survive, and you’ll have to find a way. While there’s some amazing technology available on Subterra, it also put you into this situation in the first place. Man’s hubris and greed, yadda yadda. Your characters are equipped with Husks, synthetic bodies capable of superhuman feats. Your Husks can be upgraded over the course of the game, a necessity to face what’s ahead. TAZ runs on the Resistance System, an engine created by Grant Howitt and […]
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I’ve been playing tabletop RPGs for over 20 years and I’ve seen a lot of post-apocalyptic games come and go. Honestly, the setting for TAZ feels a bit familiar. You have your broken Earth, mysterious underground cities, and evil forces trying to wipe out the last humans. That’s been done before. But I’ll give credit where it’s due—Mana Project has a decent reputation, and the Husks concept gives this a different flavor.

The Resistance System is hit or miss depending on the group. I played Heart and Spire, and they were fun, but chaotic. Allowing players to lose control of their characters can be a hard sell for some tables. That’s not bad game design, but it requires a group that’s comfortable with narrative loss and character instability.

I won’t back it yet. I want to see the rules first and hear what early players are saying. If it’s just edgy for the sake of being edgy, I’m out. But if it’s got real depth, I’ll reconsider. The Full-Borg tier looks tempting.
 
Finally, something that speaks to my taste. I love bleak sci-fi and dystopian survival themes, and TAZ looks like it checks all the boxes. It reminds me of the kind of world where Ghost in the Shell meets Fallout.

The Husks are a brilliant idea. I like how they give players power while still keeping that feeling of being lost or fragile in a dangerous world. Having to upgrade your synthetic body to survive is a mechanic that could bring strong roleplay moments.

I also appreciate that it’s not just another D&D clone. The Resistance System already has a good reputation, and customizing it for this game shows that they’re not being lazy with the mechanics.

I just pledged at the Cyborg level. Hardcover is a must for my collection. The Rebel Patch is a nice touch too. Looking forward to running this in my next campaign group.
 
I backed it within 20 minutes of launch. I’ve been following Mana Project since their Cowboy Bebop RPG and this is the one I’ve been most excited about. The art alone pulled me in, but after reading about the gameplay, I was sold.

Subterra sounds terrifying but rich with story potential. I can already imagine campaigns where the party has to decide if they’ll trust a faction or run for their lives. The Husks system also makes me think there will be a lot of body horror and hard moral choices—how far do you go to survive?

I’m glad they’re using a version of the Resistance System. I liked it in Spire, but I always wanted to see how it would play with more sci-fi elements.

I went with Full-Borg. I want the dice, the patch, the board, everything. This game is going to be my group’s next long campaign.
 
From a design standpoint, TAZ is quite compelling. There’s an intentional contradiction here that I find refreshing—players are powerful in terms of their Husk abilities, yet vulnerable because of the world and system mechanics. That balance of control and instability can make for very deep stories.

I’m also impressed that they’re not simply reskinning the Resistance System but modifying it for a different genre. That tells me they understand their system and their theme. The whole “losing control of your character” element could be a brilliant mechanic if used properly—it can build tension and narrative drama. But it has to be implemented with care or it risks alienating players.

What I’m most curious about is how character development will work. Will upgrades be mechanical, narrative, or both? How do factions in Subterra interact with player progression? I hope Mana Project will release a full PDF preview soon.

This is the kind of RPG I’d love to dissect in my own work. I’m backing at the Cyborg level for now, and I’ll review it in detail when it arrives.
 
I wish I could afford this right now. I love sci-fi and the Resistance System is one I’ve been wanting to try. TAZ sounds like it has a lot of lore and depth. I especially like the idea of Husks and how you can upgrade them.

Sadly, I can’t justify spending on the Full-Borg or even Cyborg tier right now. Maybe if they offer a cheaper starter pack or quickstart rules, I can try it that way.

Still, I’m happy the campaign is doing well. I hope that means it will be easier to find people to play it with later. I’ll keep following it and maybe grab the PDF later when I have extra cash.
 

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