It's been a tick, I know. Sadly the Cupcake or Death Gaming Krewe have been... less than active for a bit now, due to scheduling and life. But... there is a but, we have gamed recently and I hope to give a rundown in a future post. With that out of the way, on to the show.
What comes to mind when you hear Economic Horror? Zombie, right? Damn straight! Actually, before roughly three years ago, economic and horror weren't two words I would actively put together, mostly because people in my financial standing don't like to put such fitting labels on their life. Then came RPPR's Caleb stokes and his plans for a game combining the horrors of the everyday grind, the mid-apocalypse, and zombies. That day, the notion of Red Markets was unleashed into the world and the minds of RPPR fans like a fresh Vector tearing through everything it saw and apologizing the whole time.
Over the past three years or so, fans have had the opportunity to see the game take shape through RPPR: Game Designers Workshop, a podcast opting for full transparency in the art of game design. I mean with a tag line of "Fucking up in real time," whats not to love.
Now, as of 5/23/16, the Kickstarter for Red Markets is finally live. Withing less than 24 hour, it has almost reached 200% funding!!
Lets check out the nitty-gritty: "Red Markets is a game of economic horror, where the world has ended and the rent is still due." A quick disclaimer: I'm going to hit on a few aspects of the game that I know about from listening to GDW, the RPPR Actual Plays of the Red Markets playtests, and from the info on the KS page. If these peak your interest, then head on over to the KS page (and back it while your at it).

A lot of traditional RPGs put a big emphasis on a characters gear/load out, but in Red Markets your gear is more than just accessories that you can brag about to other players, maintained gear can mean the difference between making it home alive and joining the undead collective (and probably taking your whole Krewe with you).
Red Markets introduces a new (I think) dice mechanic using two ten-sided dice, on red and one black. One defines the difficulty and the other the players ability to meet the challenge; think of your bank ledger and you'll understand which you want to be higher. The 2D10 mechanic of the Profit System isn't just used for challenge resolution, it can also generate a multitude of information from a supply/demand curve for job negotiation to the number of Casualties (zombies) in a hoard. In my opinion, I love how integrated the mechanic is with the system, and the versatility that it can provide.
Sadly, my knowledge of the actual workings of the game as severely limited as I have only been part of the audience for the RM experience so far. Fear not though, for if there are playtest materials for KS Baker (which I'm sure there will be), you can bet your arse that I and the Cupcake or Death Krewe will test the game happily.

materials. You guys just don't know how excited I am about this.
With all of that said, please go check out the Kickstarter. Back if it meets your fancy; hell, give 'em a dollar even if it doesn't. This game NEEDS to exist!
Okay, calming down now.
Thank you Caleb for making this game and putting so much into it.
With all of that said and done now, I ask that you all stay tuned. The group will be returning to the modern version of Tianxia we operated in a while ago, so that's something I'm looking forward too,
And as always Stay Frosty.
P.S. Caleb, if you read this, please forgive the poor grammar and probable over use of commas.