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2400 RPG Emergency Rules Guide

1) The document provides rules for an improvisational sci-fi RPG called 2400 that emphasizes concise descriptions of actions and risks over detailed mechanics. 2) When players describe risky actions, the GM determines if a skill check is needed by rolling dice - a higher roll means greater success while lower rolls risk consequences like injuries, setbacks, or disasters. 3) The rules aim to keep gameplay dynamic and flexible by avoiding rigid turns or character stats, instead focusing on narrative outcomes of risky decisions.

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0% found this document useful (0 votes)
153 views4 pages

2400 RPG Emergency Rules Guide

1) The document provides rules for an improvisational sci-fi RPG called 2400 that emphasizes concise descriptions of actions and risks over detailed mechanics. 2) When players describe risky actions, the GM determines if a skill check is needed by rolling dice - a higher roll means greater success while lower rolls risk consequences like injuries, setbacks, or disasters. 3) The rules aim to keep gameplay dynamic and flexible by avoiding rigid turns or character stats, instead focusing on narrative outcomes of risky decisions.

Uploaded by

Cisparitasya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

2400

LO-FI SCI-FI RPG • JASON TOCCI


EMERGENCY RULES
PROCEDURE ROLLING
YOU NEED: 2+ players (one as game moderator, FACING RISK: By default, roll a d6 skill die.
or GM); 1+ full sets of polyhedral dice (4-, 6-, 8-,
■ If you’re skilled in an area relevant to your
10-, 12-, and 20-sided — a.k.a. d4, d6, d8, d10,
action, that skill is rated d8, d10, or d12; use
d12, d20); and something to write or type on.
this as your skill die instead of a d6.
PLAY: The GM describes situations, ■ If you’re hindered, like by an injury or the
environments, and the denizens of the world; the environment, replace the skill die with a d4,
other players control (at least) a single character regardless of the character’s usual skill.
each, and describe what their characters do. The ■ If you’re helped, like from an advantageous
GM checks in with each player to ask what they’re position or careful preparation, roll an extra
doing, striving to give everyone roughly equal d6 help die. If an ally helps (and the action
time in the spotlight (or the option to opt out of doesn’t require help), they roll their skill die
the spotlight), but there’s not necessarily a rigid and share in the risk. If you’re hindered and
turn order. Players describe their actions and helped, you roll a d4 skill die and a help die.
intent; the GM’s response depends on what the
The highest die rolled indicates what happens.
players describe doing (or trying to do).
1–2 Disaster. Face the full consequences of the
■ If they attempt the impossible, the GM
risk. If the GM judges the consequences are
says why, and advises the player to try
incompatible with success (e.g., “jump
something else (e.g., “You could close the
across safely, at risk of falling”), the action
door, but there’s no time to barricade it”).
fails. If you risked death, you die.
■ If they face an unavoidable cost, the GM
3–4 Setback. You suffer a lesser consequence,
offers that option, or multiple equally
or achieve only partial success. If risking
unappealing options (e.g., “Cutting through
death, you may be injured. If risking injury,
that wall will either be loud or slow”). The
you may be briefly hindered. And so on.
player can try something else, or accept a
5+ Success. You succeed. The higher the roll,
cost to perform their intended action.
the better the result.
■ If they risk an avoidable consequence, the
GM advises them of the risk — e.g., missing a If a success can’t achieve the player’s stated aim
deadline, being hurt, hurting others, losing (e.g., shooting a target that turns out to be
gear, drawing unwanted attention, etc. The bulletproof), the player should still get useful
player can try something else, or they can information or set up an advantage.
face the risk and roll dice to see if they
STEPS: If a risky situation can’t be resolved in
avoid some or all of the consequences.
one action, establish each player’s action and
■ If there’s no risk or obstacle, the player
risk, and each player rolls as needed. Actions
does what they intended to do. The GM only
might proceed in sequence (“disable the force
calls for a roll when the risk is greater than
field, then attack!”), or all at once, like a montage
“you’d need to try again.”
(“you pilot, I’ll boost the engines!”). The GM
To mitigate risk, players can revise their intended describes how the situation changes. Repeat
actions by describing more modest goals and/or until the situation is resolved or escaped.
more thoughtful tactics. You might risk death by
LUCK: The GM can roll a die to test luck anytime,
trying to kill well-armed enemies with a frontal
checking for (1–2) immediate trouble or (3–4)
assault, but only risk being injured or cornered
signs of it. A limited-supply item may be (1–2) all
by laying suppressing fire from a secure position.
out, or (3–4) down to one use left.

Permission is granted to reproduce for personal use


ADDITIONAL TOOLS
ITEMS: If an item is necessary for a task (like a ADVANCEMENT: When you achieve your team’s
computer for hacking, or a gun for shooting), it goal, every teammate may raise a skill one die
grants no bonus to a roll. Items of superior size (from no skill to d8, to d10, to d12). Common
quality might help with relevant tasks. Most team goals might include a heist crew getting
items cost 1 credit (₡); if an item would cost less away with a score, salvagers cashing in a wreck,
than, say, a new video game system, the only spies completing an operation, etc. If you want
cost is the time it takes to get it. Don’t track all characters to advance at the same pace, use
microcredit transactions like individual meals. skills of the same level of granularity (e.g.,
Climbing, Hand-to-hand, and Labor as individual
DEFENSES: A player can describe how an item
skills vs. all grouped under Strength).
breaks to suffer a momentary hindrance from a
disaster or setback instead of a more serious OPPONENTS: Characters played by the GM have
consequence (like being knocked over instead of no skill dice, and only rarely have defenses (e.g.,
killed). This is the main purpose of armor, but any “the monster” in a monster-movie-style game).
item can be broken as long as it can be described Instead, opponents are represented in conflicts
believably (e.g., a cyber-arm breaking to deflect by the risks they present (e.g., they’re armed, so
a blow). Broken items are useless until repaired fighting risks injury or death), and obstacles to
by someone under proper working conditions. overcoming them (e.g., they’re armored, so that
must be broken or bypassed to subdue them).
ENCUMBRANCE: Characters can carry any
reasonable number of small, lightweight items. RULINGS: When a situation isn’t covered by
Items that take two hands to use, or that prove rules, the GM may improvise a tentative ruling to
awkward to wear or carry, are described as avoid slowdown. When a ruling is unsatisfactory
bulky. Carrying more than one bulky item hinders to anybody at the table, discuss during a break an
a character when it makes sense (e.g., when alternative for next time.
trying to move quickly in normal gravity).

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

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