Hidden 8 yrs ago 8 yrs ago Post by Leodiensian
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Ex terrorem, lucrabamur - Out of Terror, We Profit

Red Markets is an upcoming RPG that I'm super-stoked about and would love to try and get a game going for on here in that world. As I backed the Kickstarter, I've been sent a preview that includes all the rules so I'd love to get a game running here.

The game is set five years into the Crash, the apocalyptic event that killed half the human species and divided the continental United States. An unknown infection referred to as The Blight appears seemingly at random worldwide, with no clear point of origin, turning humans into incredibly infectious monsters and shambling corpses. The Crash goes.. poorly. It's not a total wash, the governments of the world resorting to military invention to fight the spreading Blight. But there are only so many bullets, so many trained fighters. The cold, cruel mathematics of logistics prompt the US government to make a dreadful decision. They withdraw to the east coast, taking vital manpower and resources with them and blow the bridges. This splits the country into the Recession (east of the Mississippi river, where the U.S government has rooted out infection and rules with martial law) and the Loss (west of the Mississippi, given up and everyone left behind declared legally dead).

As one of the legally-dead living left behind in the Loss, you probably belong in an enclave, a survivor colony. You've spent the last five years scavenging food, medicine and other supplies, sitting on pre-Crash stockpiles and subsistence farming for staple crops. But five years is a long time and scavenging isn't a forever solution. Those stockpiles are running out. Canned food is coming to the end of its edible life; even the nastiest MRE packets are beginning to turn. Most medicines that haven't been taken are simply expired. Even gasoline goes bad after so long. And people aren't making more, or at least the Loss isn't. But the Recession is. This is where the Carrion Economy comes in. It's an illicit black market trade between Loss enclaves and Recession people to carry out services in exchange for goods both sides want, backed by a form of cryptocurrency called Bounty. An example might be someone whose family was infected during the Crash hiring some Loss-based folks to go out and put their Zombie Grandma out of their misery; they pay in bounty and then that currency goes towards, say, buying Recession-made medicine the Loss enclave needs. People who engage in this Carrion Economy, who hunt zombies or scavenge in the Loss not to survive but to profit, are Takers.

A big part of the Carrion Economy is the trade in legal documentation; the Recession government is gearing up for a big reclamation push in the next 15-20 years and they want to sort out things like inheritance, land ownership, who owns what and what can the State seize, which is causing a big bubble in the Carrion Economy. You play survivors who are taking advantage of this bubble in the Carrion Economy to get rich and buy your way to a better life, whatever that is for you - bribe your way into a new life for you and your family in the Recession? Set yourself up as boss hog of a new enclave? Maybe establish a company incorporating Taker crews from all over the area?

So, it's the end of the world but capitalism is still chugging along just fine. And it's time for you to go out, pay your bills, try to strike it rich - and not get bit.



Thoughts? Questions?
Hidden 8 yrs ago Post by Prophet
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Sounds like a pretty kick ass setting and system that isn't too hard to wrap your head around. I'd love to give it a shot.
Hidden 8 yrs ago Post by Leodiensian
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Thanks! Yeah, the system is actually pretty light and easy to get your head around so I think it would workk here. I haven't posted all of it because I'm not a maniac, but the other big deal to mention is gear and Charges. Basically, almost every task requires some sort of resource spend - a bullet from a gun, power from a batter, bandages from the medkit, even the caloric count necessary to be able to do physically strenuous tasks. These are abstracted into "charges" which items have. In order to even make the roll (whether you end up passing or failing) you have to spend a charge. However, a lot of items allow you spend extra charges to get a bonus. For instance, you just spend 1 charge from a gun to shoot it, or 1 charge from rations to fuel running, but by choosing to "over-spend" on charges you get a bonus on your skill roll. Spending an extra 2 charges (so 3 total) on shooting would let you roll at a +2.
Hidden 8 yrs ago Post by Prophet
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I like the sound of that. Now are there things that can be applied after a role, or are they all pre-roll resources? I definitely like how it's not too complex, but there is a simplicity to it. I'm used to NWOD mostly so I find that pretty damn easy to work with, but almost too easy at times where it limits options.
Hidden 8 yrs ago Post by Leodiensian
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Primarily it's before the roll - which basically allows you to control the difficulty of your rolls, but with a limited resource pool to spend to do so. It also reinforces the game's core underlying themes of economic scarcity and risk-vs-reward (so "How much do you want to gamble on this roll?") I know there is an upgrade for some weapons to represent automatic fire, which allows you to spend charges AFTER the hit in order to up damage (normally extra charges spent on rolling to hit only improve your chance to HIT, not improve your damage).
Hidden 8 yrs ago Post by Prophet
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I see, well it sounds like a pretty good system at a glance, so if you find enough interest for a group I'd love to take part, just let me know.
Hidden 8 yrs ago Post by UberBlutwurst
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Going to be checking this thread to see where it goes. So far, I'm interested.
Hidden 8 yrs ago Post by vosenedich
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This sounds very interesting. Sign me up.
Hidden 8 yrs ago Post by Leodiensian
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Okay, I think there's enough interest to make it worth putting a thread up.

One last question before I do: Red Markets has a lot of world-building collaborative rules that could be used to create the local enclave (basically, where you guys weathered the apocalypse) and some of the world around you. So, for instance, you might be set up in a university campus in California, a prison in Montana, a high school in Wyoming. Everyone would have some input in creating the enclave, how it fuels itself, what it needs to keep going, what the local competition is etc. Alternatively, I can write that all up for you to help you focus on just making a character that fits in. Which would y'all prefer?
Hidden 8 yrs ago Post by vosenedich
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I'd like to see how the system handles the generation of the enclave, mostly out of curiosity. So my vote is on that front.
Hidden 8 yrs ago Post by Leodiensian
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Okay, that's one for group creation.

@Prophet @UberBlutwurst @Gisk @tchtkrmkc What do you all think, if you're still interested? The options again were A) I come up with your "home base" and the surrounding environment, competition etc or B) we try out the collaborative enclave creation rules and you guys all have a part in creating your enclave.
Hidden 8 yrs ago Post by Gisk
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I vote B.
Hidden 8 yrs ago Post by Prophet
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It does sound like it might make for more of a tie to our enclave, so I'll go with B as well.
Hidden 8 yrs ago Post by Leodiensian
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Okay, here are the different areas to collaborate on for the enclave.





Does that all make sense?
Hidden 8 yrs ago 8 yrs ago Post by Paraffin
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Most certainly interested in this, so in the spirit of jolly cooperation I'll toss in an enclave idea to get started.

Missouri could be a very interesting locale (bootheel especially), as it's prime real estate for disaster. Flooding, tornadoes, dangerous wildlife and close enough to the east-west divide to have the powers that be breathing down our necks. Not only this, but due to the inherent risk of overland travel various 'river gangs' could be vying for dominance of the waterways, either as a means of navigating the state proper or smuggling goods in and out of the Mississippi cordon.

As for the enclave itself I'd suggest that as the borders were redrawn a splinter faction the U.S. Army Corps of Engineers fortified the Truman reservoir. It's a bit further west but being on the Osage means that we'd have to contend with trouble coming out of state over the Marais des Cygnes and are smack dab in the center of anything floating up or down our little slice of the apocalypse

As an aside and play on post-fall nomenclature I'm thinking we could be nicknamed either "the Dammed" or "the True Men" by other groups/settlements.
Hidden 8 yrs ago Post by Leodiensian
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Missouri could be a very interesting locale (bootheel especially), as it's prime real estate for disaster.


Fun fact, the game designer is from Springfield, Missouri! And everything he writes is exactly as bleak and cynical as you'd expect from an atheist intellectual trapped in the Bible belt.

Hidden 8 yrs ago 8 yrs ago Post by Paraffin
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Incidentally that reminds me, seeing as many groups are constantly prepping for a 'forever nigh' race-war, several factions of supremacists are bound to be alive and kicking. Maybe even thriving in this sort of scenario. Since you brought up Springfield I'm thinking of the Joplin Honkies and Peckerwood Midwest, but I think that the Aryan Circle and Sacred Separatist Group have a foothold in Missouri as well.
Hidden 8 yrs ago Post by rush99999
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@Leodiensian

I have a question about the Humanity mechanic.

How does becoming too detached result in a game over? I can understand that too much mental trauma can be just as dangerous as too much physical trauma. And I can definitely understand that too much stress can lead to people doing dumb stuff to escape it. But losing all empathy for or faith in the human species and starting to see other people as 'just meat'? I don't see how that could be bad enough to make a character unplayable.
Hidden 8 yrs ago 8 yrs ago Post by Leodiensian
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I have a question about the Humanity mechanic.

How does becoming too detached result in a game over? I can understand that too much mental trauma can be just as dangerous as too much physical trauma. And I can definitely understand that too much stress can lead to people doing dumb stuff to escape it. But losing all empathy for or faith in the human species and starting to see other people as 'just meat'? I don't see how that could be bad enough to make a character unplayable.


So, when you experience a Break - when you max out a Humanity threat - it's not that you sit down and spend the rest of your day in the lunatic asylum. You become "That Guy" in the zombie movie - the guy who fucks it all up for everyone. Think the guy who goes crazy, sees his wife in the horde so he opens the gate and the zombies flood the enclave, or the scientist who keeps zombies chained up as pets and starts feeding humans to them.

You don't necessarily "go crazy", you just cross the line from protagonist to antagonist. You become a threat. Where you Break, your character does something that ruins everybody's day and may or may not die - maybe they get rent asunder by the zombie they can no longer bring themselves to kill, or the other Takers see the monster you've become and shoot you down. The character might survive to become an antagonist later on - run off to make a cannibal cult say - but in a tabletop game that means they functionally stop being a player character and become an NPC.

For someone broken on Detachment, think the Governor in Walking Dead. Breaking on detachment might look like the scene where he guns down his own men and the survivors defect.
Hidden 8 yrs ago Post by Paraffin
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Max detachment could also lead to a nihilism event horizon. Like being in a life and death situation and choosing a certain painless death over a risky and painful escape. We're sensations to one another, to distance oneself from others is to grow numb.
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