2400 RPG Emergency Rules Guide
2400 RPG Emergency Rules Guide
RECOVERY: Bad rolls leave you with injuries and KEY DIFFERENCES FROM MANY RPGs
other hindrances. Recover by taking in-game
NO “HIT POINTS”: One successful roll can
action according to common sense. Being
eliminate an enemy. One disastrous roll can kill
knocked down can be fixed by standing. A lost
a player’s character. 2400 can be a “deadly”
arm can be replaced by cyber-surgery.
game, or not at all deadly: If the GM never says
DEATH: When a character is killed, their player you risk death, a bad roll will never kill you.
should make a new character to introduce ASAP.
NOT ALWAYS BLOW-BY-BLOW: Zoom in or out
Favor inclusion over realism. You might meet a
as needed. Taking out a tough opponent might
new ally in the next room, wake someone from
be broken into multiple steps (e.g., “you have to
cryo, or narrate a harrowing escape and jump
create an opening before you can subdue him”),
forward in time to recruiting a new teammate.
or an entire battle might take one roll (e.g., “roll
SKILLS: There’s no official skill list; anything to rout the enemy, at the risk of death”).
could be a skill, from Strength to Robo-wrestling.
DISASTER, NOT “FAILURE”: A bad roll doesn’t
If you have overlapping skills, use the highest, or
doesn’t necessarily mean “you fail,” and never
whichever makes sense in context (e.g., use
means “nothing happens.” The risk for hacking
Hand-to-hand, not Bloodshed, if you want to
an airlock might not be “it doesn’t open,” but
restrain someone without hurting them).
“alarms blare and stuff gets blown into space.”
GM... PLAYERS...
Play to find out what happens. Feel free to bring Embrace the premise. Come up with excuses to
prepared materials like scenarios, locations, and go adventuring and face danger together. If your
characters, but don’t plan a plot. Don’t try too character wants to escape to safety and retire,
hard to guess what the players might do. See let them. Then make a character for this game.
how things unfold, and be ready to improvise.
Use your head before your dice. Put yourself in
Present problems without solutions. Don’t your character’s shoes. Try to think your way out
worry about “balance” or whether a problem can of problems. Ask the GM questions to build a
be solved. Let the players surprise you. mental picture of the scene. Offer details for how
you investigate and interact with things.
Be a fan of the characters. Introduce challenges
not to trick or punish them, but to give them a Be transparent about intent. The GM isn’t out to
chance to shine. Enjoy the players’ victories. get you; don’t hide information from them. If you
hope to find a chair to stand on, don’t stop at
Ground everything in the fiction. Describe what
asking “What’s in the room?” — say why you ask.
characters see and hear. End each description
with, “What do you do?” to prompt players to Put fellow players before the game. Before
describe actions before reaching for the dice. play, work with the GM and the other players to
establish what’s “out of bounds” for your game,
Be generous with information. When players
or okay if “off-screen.” (E.g., sexual assault may
ask questions, ask how they search for answers,
be in a character’s history, but avoided in play.)
and give honest answers. If players seem
confused or stuck, offer clarification directly, Be flexible about scene framing. In traditional
share more information through supporting RPGs, it’s typically the GM’s job to “jump ahead”
characters, or just say, “You notice....” Presume in time when following along in real-time would
unhurried characters spot hazards without be dull. In 2400, players also have the authority
saying “I search for traps” at every door. to fast-forward through boring or uncomfortable
content, pause for a break, or rewind to edit or
Telegraph risks. Before a roll, advise what a
redo scenes that leave a bad feeling behind.
competent person would assess as a worst-case
Putting these tools in everyone’s hands, and not
scenario, and make sure the roll’s impact feels
necessarily coupling them with “safety” all the
like a logical follow-up to established details.
time, helps keep the game fast-paced and
Don’t sweat it if you forget to specify a risk before
exciting, and makes it easier for people who do
rolling sometimes — but when you do, death and
need psychological safety tools to use them
permanent injury are off limits as consequences.
without fear of judgment or awkwardness.
Take the lead, but cede the reins. During play,
lead the group in framing scenes for pacing and
BREAK OUT IN CASE OF EMERGENCY
safety. Encourage the players to do likewise.
2400 is designed to be open to interpretation.
Trust your gut more than the rules. Some rules
But what if you need more? This document is for
are left vague on purpose. (How many help dice
those “emergency” situations when things just
are allowed on one roll?) Interpret based on
aren’t clicking, and a little more guidance might
context. Don’t worry about whether it’s “right.”
make a big difference. To ask questions or make
Use what you need; ditch the rest. Roll on suggestions, visit [Link]/about
tables if you need quick inspiration, or pick what
you want, or ignore them entirely. It’s your game.
Version 1.3 • Art CC BY Beeple (Mike Winkelmann)
Permission is granted to reproduce for personal use