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Red Markets vs Starving Folly

Compare Red Markets and Starving Folly side by side. See differences in complexity, dice, genre, and more.

Red MarketsStarving Folly
GenreHorror, Post-ApocalypticHorror
TagsFear & Stress Mechanics, Gritty, Resource Management, Roleplay-Heavy, Character-DrivenFear & Stress Mechanics, Survival, Gritty, Resource Management, Character Building, Classless, Tactical, Combat-Heavy, One-Shot Friendly, CC-Licensed Rules
Core MechanicRoll 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.Roll a d10, add the relevant ability score and any skill that applies, and meet or beat a Difficulty Class the GM sets on a scale from 4 for an easy task to 15 for an almost impossible one. A weapon attack rolls a d10 plus the weapon's ability score against the target's Evasion and, on a hit, deals the weapon's listed damage. Spending a Hunger Token rerolls a failed Body or Agility roll, and spending a Sanity Token rerolls a failed Mind, Senses, or Sociability roll.
Dice2d10d10
ComplexityMediumMedium
AvailabilityFree quickstartFree core rules
RunnabilityBook tools not listed3 of 5 book tools
LicenseProprietaryCC BY-NC-SA
Third-Party PublishingNot yet researchedNoncommercial only — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherHebanon GamesTheCappy01
Year20172026
LanguagesEnglishEnglish
Best ForGroups 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.Groups who want a free, setting-agnostic horror game for one-shots or short campaigns, built around a gradual reveal of the threat and survival costs that reach beyond hit points. It fits tables that enjoy building characters from a wide menu of backgrounds and perks.
HighlightsEconomic 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 survivalScars land on specific body parts, and a permanent -5 Scar costs the character that part. Each time a character drops to 0 Sanity Tokens, the GM gives them a new Phobia that can drain a Sanity Token once per session. A character's base Actions equal Agility plus 1, and unspent Actions can be saved to act again later in the round.
ConsiderationsHeavy bookkeeping with multiple resource tracks, relentlessly bleak tone, steep learning curve for the Profit system, limited availability of the full rulebookStandard rest clears Temporary Scars but leaves permanent Scars in place. Running out of Hunger or Sanity Tokens normally imposes -3 on rolls tied to that token's abilities, and a standard rest restores just one token of each type. Whether the six Doctrines of magic appear in a campaign, and how characters earn Affinity to use them, are left for the GM to decide.