Disclaimer: Let me start out by saying that I backed the Kickstarter of this project. I have been a longtime fan of the crew of Role-Playing Public Radio (RPPR) and Caleb Stokes’ scenarios were some of the best (so good that I converted some of them so that I could run them in my Dark Heresy gaming group- I still hear them talk about Lover in the Ice).
When I heard that Caleb was working on a zombie apocalypse-themed RPG setting (and after hearing some of the actual plays on RPPR) I was definitely interested. I have been looking to run a zombie apocalypse RPG after I retire my Dark Heresy game (which has been going on for nearly a decade now and counting) and didn’t really like the Dead Reign, All Flesh Must Be Eaten and End of the World: Zombie Apocalypse systems. I have finally finished reading Red Markets cover to cover and I think this is the system I’m going to use.
Caleb spins a great story (over a 100+ pages) of how the zombie apocalypse happens in the near future. I found the story to be entertaining and more plausible (as much as a zombie apocalypse can be) than other zombie apocalypse setting explanations. Some critics have pointed out that the book seems left-leaning in its writing (which the author has acknowledged) but I’m interested in using the book as a RPG game system/setting and not as a political reference, so I’m not put off by this.
Players make characters called Takers, which are people trapped in the dangerous wasteland of the zombie-infested “Loss” seeking escape to the still-government-controlled “Recession” (or other desired retirement plan). In order to reach their goal, Takers form a crew that takes on jobs to earn “Bounty” (the new currency). Characters can negotiate for jobs or try to find “Scores” to make profit on. In campaign play, characters must save Bounty to reach their goal, while balancing life and work expenses (new equipment and the upkeep of old, advancing their skills and potential, and other misc. expenses). Characters also have a Humanity tracker, which basically tracks three different parts of their sanity and its possible for a character to never make retirement and become unplayable due to mental instability.
I’m not going into an in-depth review of the game system (you can find a review on that in other forums or, better yet, listen to some of the numerous actual plays out there on RPPR and other sites) but I will say the system is different than those used in traditional RPGs. Basically players roll a black and a red D10. The black (and it’s modifiers from the player’s character in a skill) is compared to the Red result (the Market or opposition) and if the black result is greater the player succeeds (the Markets wins ties). There are also critical successes and failures (determined by even or odd ties) that skill points cannot modify but players can use a character’s limited amount of Will points to manipulate.
The game play, with the dice rolls and their success or failure, encourages role-playing the results and this might discourage gamers who are not into this. There are numerous ways that role-playing is important to the game- Vignettes with Dependents (to heal Humanity), Interludes between characters on the job, and Negotiations (and the various scams to assist in negotiations) offer ample opportunities to role-play (some of which have results based on the die rolls).
There is combat of course (this is the zombie apocalypse) but I feel that the combat rules are more abstract when compared to other games (such as Dark Heresy and Dungeons & Dragons 4th and 5th editions). There are actions and reactions, loosely interpreted ranges but combat is not as exact as some of the grid-based systems that some players enjoy (I do think the rules are adequate enough for players to come up with a grid-based combat system if they prefer that method).
Overall, I like the game system and the main theme, characters trying to survive and escape a very harsh world where fighting and killing is not the sole path to success. Surely killing zombies, raiders and corrupt government agents will help a Taker survive but without proper budgeting of resources, negotiating good pay for jobs and some luck, the Loss will eventually claim the characters.
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