I missed the Beta, and wanted to get in on the fun, SO i got creative recently. I created a Dread one-shot based off of it and recently got the chance to run about an hour and a half of it with some friends. It was pretty fun. To see what I made I'll post the google doc link below.
My thoughts: Dread is a great system for tension, which is similar to the goal of Caleb's design of playing against the Market and economic horror. The deck is stacked against you. However the Scale of Red Markets is FAR FAR beyond Dread's framework.
I based it in Minneapolis, since I'm from there, and I wanted to, as a creative exercise figure out how that MIGHT work within the Red Markets universe.
Deviations from standard dread: Because I don't own the Dread Rulebook, (though you kind of don't need one if you like to design your own rules), I deviated from the standard Character Questionnaire Handouts to save on time. I created unique secret goals. And since I like to make more work for myself I created character with unique Dread related abilities, that worked to... varying success. Some not at all. Some VERY successful. Some... I didn't see coming at all.
Summery:
I had them select characters (7 in all) secret goals and vote on a leader. The sheriff ended up getting elected the leader. There was only one traitor in the group but it never got to that. The game began as they left out the gates of the enclave. They sent the runner ahead to distract the zombies, while they charged out. While the Runner was on his own he checked out an abandoned drugstore looking for any opiates or painkillers. There was nothing of use. All expired. Almost got killed by a zombie, but took it out with his crowbar. He made the rendez-vous, but the group waited for him. Which allowed Casualties to catch up to them. The leader wanted to just run away, but the Outsider had the Slayer goal, so he wanted to get his kill count up. So he and the Leader each made pulls and the Runner pulled for the group running.
They chose to walk through the snowy streets instead of the casualty infested Skyway. This is why they encountered a sniper bandit who had been tracking them from a high perch on a crane. The mechanic found some makeshift cover then led the group into a department store. Among the manikins some casualties began shuffling through. This was a great moment because one player COMPLETELY forgot his genre saavy and suggested they hide in clothing wracks. The Sage pulled to determine if it was safer to fight their way out, or to hole up in a dressing room. If they'd stayed and hid they'd end up doing more pulls because it would be to Hide and then sneak away later. Running and fighting just yielded more upfront. They ran and fight. ( should have made this scene WAY harder)
Getting free of the department store they were back on the street. They spy some gang tags of a rival group that is still making and selling heroine in the Loss. This attracted the Networker (who was the addict) and the Runner (the angel of mercy). They followed it to a car which was the gang's secretly marked "cache". They broke in, but had to contend with a booby-trap. They succeeded, and managed to get two backpacks of drugs and 3 Bounty. The Sage (who had the Tax Man goal) heard that and wanted to get ahold of the bounty. He was metagaming the hell out of it but the outcome was SO worth it. When they got back the group demanded that the Runner show the stash. He hid the drugs, but the Sage wanted the bounty and PvP between teh Sage and the Runner began.
They did maybe 14 pulls on an already ludicrously balanced tower. They used their mechanical ability. I was really impressed that sage was able to stand up to the Runner mechanically and it worked out so well. The tower looked like an insane child skeleton of jenga blocks when finally the tower fell as the runner made his last pull. I ruled that the Sage and the Runner were wrestling for the backpack and in the struggle, the sage shoved the Runner onto nasty spike through the head.
It was late so we called it there.
Successes: Tension. Man the tension worked so well. I got people thinking about what their next move was, what was safe and what would carry the least risk. The mechanic, had the power to pull blocks and put them back in, and an actual Mechanic played this role and he was AMAZING. He put loose blocks from the upper tower then placed them in lower tiers where the tower was weak. This one was a surprising success. The Sage's ability could work, but requires lots of tweaking. The Runner's power was STRAIGHT UP overpowering. He did maybe 80 to 90 percent of pulls, but he was the first character (and only character) to die before we had to call it a night. The Outsider worked exactly as I hoped. It reduced a few multiple pulls to just 2. He was combo'd with the Runner and Mechanic several times. And it accomplished my goal of making the tower harder, and they mechanically distrusted the player. Only drawback is you need a more gun-ho player.
Failures: The Leader role is not... ideal. It could not be working OR i just didn't push the group as a whole enough. I should scrap it. It rarely made a real impact. Networker worked... but it may not be effective. I should have done more group pulls where everyone has to pull 1 or 2. That is the only way I think i can make it work. Some abilities i think i would scrap altogether. The taxman had too high of a goal. I think i should make the goal 3 and its represented by a block for each. Which means they have the ability to either spend for a pull OR hold onto it until the end of the game, a good thematic conflict were I to do this ever again.
Feel free to read through. It was a noble experiment. I don't know if I'll do it again, but it was ultimately a fun way to introduce Dread AND Red Markets to some friends.
https://docs.google.com/document/d/10KNDUnhiCGcrH5FHqWwhLNrWMWiOiwDhKYD7gwIzkzc/edit?usp=sharing