Mana Project Studio Announces TAZ RPG

Peter Paltridge

Well-Known Member
Staff member
Mana Project Studio, a development team whose past products have included the Cowboy Bebop TTRPG, is working on a new one: a wholly original creation they call TAZ. Whether Looney Tunes could sue them, we don’t know, but in this case TAZ stands for Temporary Autonomous Zone. 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 undetground 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 Chris Taylor for games such as Spire: The City Must Fall and Heart: The City Beneath, If you’re […]
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Oh, TAZ sounds like an intriguing new post-apocalyptic TTRPG by Mana Project Studio! The concept of survivors banding together in Temporary Autonomous Zones to navigate the dangers of Subterra is really captivating. The mix of advanced technology, synthetic bodies (Husks), and the struggles against autocratic armies and deadly robots sets the stage for some intense storytelling and gameplay possibilities.



It's interesting to see how the game leverages the Resistance System created by Grant Howitt and Chris Taylor, known for their work on games like Spire and Heart. I love how TAZ seems to blend elements of technology, survival, and societal exploration in a post-apocalyptic setting. The idea of upgrading your Husks throughout the game adds a layer of progression and customization that can lead to some really dynamic character development.



I'm curious to learn more about the mechanics of the Resistance System and how it adapts to fit the narrative and themes of TAZ. Exploring the balance between utilizing advanced technology while also acknowledging its role in the world's downfall provides a rich backdrop for storytelling and moral dilemmas. Can't wait to hear more about how players will navigate the challenges of Subterra and the mysteries of the post-apocalyptic Earth. Sounds like a game ripe for deep roleplay and engaging world-building!
 
I’ve played several Resistance System games before, so I’m especially interested in how TAZ modifies it. Spire and Heart both used that engine effectively to create high-stakes decision-making with simple mechanics. If Mana Project Studio is tweaking it further to support features like loss of character control, I want to see how that tension is built into the rules. The idea of managing a synthetic body also opens up possibilities for unique mechanics, like memory corruption or sensory glitches. I hope the upgrades for Husks aren’t just numerical boosts but offer narrative consequences too.
 
This sounds pretty good to me. I like games that mix sci-fi and survival themes. The Husk bodies seem like a cool twist, and the setting reminds me a bit of old dystopian anime. I haven’t tried anything from the Resistance System, but now I want to learn. If the crowdfunding goes well, I might back it.
 
I’m not sure this is for me. Post-apocalyptic themes feel overused, and the underground-city idea reminds me of stuff I’ve seen a hundred times. Also, naming it TAZ feels weird. I know it stands for something, but the Looney Tunes comparison is distracting. That said, Mana Project usually makes solid products, so maybe the mechanics will surprise me.
 
I love the concept of Husks. Synthetic bodies with upgrade paths? That has so much storytelling potential. Imagine a character slowly replacing all human parts until there's nothing left of the original person. What happens to identity? If they add mechanics that reflect that, it could be a very emotional game. I’m already getting ideas for character arcs. I’m also curious about the dangers in Subterra. Fighting robots and bio-weapons in claustrophobic tunnels could lead to some tense sessions.
 
My group is always looking for new systems to try between campaigns. If the modified Resistance System is as easy to teach as the original, we’ll probably give TAZ a shot. Losing control of your character sounds frustrating, but if it fits the story, it might be worth it.
 
I think TAZ could be a great game for groups who want strong themes of control, freedom, and survival. The name "Temporary Autonomous Zone" suggests that safe places don’t last long, and I like that idea. It creates a setting where players are never completely safe. That puts pressure on roleplaying and decision-making. Combine that with the upgraded Husks, and you get a system where power and vulnerability go hand-in-hand. I wonder how much creative freedom the GM will have to shape Subterra. I hope the rules encourage collaborative worldbuilding, not just combat and danger.
 
I think this is a smart idea for a game. The world is dangerous, but the players are not weak. They have Husks, so they can fight back. I like stories like this where technology helps and hurts people at the same time. I want to see how the rules explain losing control of your own body. That sounds scary but interesting.
 
It’s exciting to see Mana Project trying something fully original. Their Cowboy Bebop game was a decent adaptation, but original IPs are where developers can really show what they believe in. Using a custom Resistance System means they’re paying attention to how mechanics affect story. If they can balance tactical gameplay with narrative choices, TAZ might become a favorite in indie circles. The Husk concept feels like a metaphor for control, identity, and transformation. I’m very curious how that plays out at the table.
 

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