Delta Green vs Red Markets
Compare Delta Green and Red Markets side by side. See differences in complexity, dice, genre, and more.
| Delta Green | Red Markets | |
|---|---|---|
| Genre | Horror, Modern | Horror, Post-Apocalyptic |
| Tags | Investigation, Mission-Based, Character-Driven, Deadly, Fear & Stress Mechanics, Skill-Based, Espionage, Gritty, Weird, Strong GM Support | Fear & Stress Mechanics, Gritty, Resource Management, Roleplay-Heavy, Character-Driven |
| Core Mechanic | Roll d100 at or below a skill percentage or a statistic multiplied by five. Successful doubles and 01 are critical successes; failed doubles and 100 are fumbles. In opposed tests, a critical beats an ordinary success, then the higher successful roll wins. | Roll 2d10: one black (skill), one red (threat). Black higher than red means success; doubles are critical results. Characters track economic resources via Bounty (currency), gear with limited charges and upkeep costs, and a negotiation system using a Sway Tracker. Humanity erodes through Trauma, Stress, and Detachment tracks. |
| Dice | d100 | 2d10 |
| Complexity | Medium | Medium |
| Availability | Free quickstart | Free quickstart |
| Runnability | 5 of 5 book tools | Book tools not listed |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Noncommercial only — Publisher fan-content guidelines | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Arc Dream Publishing | Hebanon Games |
| Year | 2016 | 2017 |
| Languages | English, French, German, Polish, Spanish | English |
| Best For | Groups who want modern investigative horror built around dangerous assignments and the relationships agents sacrifice to keep their work secret. | Groups who want a zombie RPG that's really about economic survival: negotiating contracts, managing resources, and deciding what you're willing to sacrifice to keep your dependents alive. |
| Highlights | Expertise can reveal clues without a roll when agents have time to investigate. Bonds let agents reduce sanity loss by damaging relationships they depend on. The core pair provides threat-building procedures and a complete operation with pacing tools and several possible outcomes. | Economic focus makes every job feel high-stakes, negotiation mechanics add tension before combat even starts, humanity/trauma system creates character arcs, zombie threat serves a story about capitalism and survival |
| Considerations | Combat can kill an agent abruptly or leave permanent injuries. Sanity loss can force behavior outside the player’s control. Handlers must prepare the mystery and judge what evidence the agents can uncover. | Heavy bookkeeping with multiple resource tracks, relentlessly bleak tone, steep learning curve for the Profit system, limited availability of the full rulebook |