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GM... PLAYERS...

Play to find out what happens. Feel free to bring


prepared materials like scenarios, locations, and
characters, but don’t plan a plot. Don’t try too
hard to guess what the players might do. See
how things unfold, and be ready to improvise.
Embrace the premise. Come up with excuses to
go adventuring and face danger together. If your
character wants to escape to safety and retire,
let them. Then make a character for this game.
2400
LO-FI SCI-FI RPG • JASON TOCCI
Present problems without solutions. Don’t
worry about “balance” or whether a problem can
Use your head before your dice. Put yourself in
your character’s shoes. Try to think your way out
of problems. Ask the GM questions to build a
EMERGENCY RULES
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 www.pretendo.games/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
PROCEDURE ROLLING ADDITIONAL TOOLS
YOU NEED: 2+ players (one as game moderator, FACING RISK: By default, roll a d6 skill die. ITEMS: If an item is necessary for a task (like a ADVANCEMENT: When you achieve your team’s
or GM); 1+ full sets of polyhedral dice (4-, 6-, 8-, computer for hacking, or a gun for shooting), it goal, every teammate may raise a skill one die
■ If you’re skilled in an area relevant to your
10-, 12-, and 20-sided — a.k.a. d4, d6, d8, d10, grants no bonus to a roll. Items of superior size (from no skill to d8, to d10, to d12). Common
action, that skill is rated d8, d10, or d12; use
d12, d20); and something to write or type on. quality might help with relevant tasks. Most team goals might include a heist crew getting
this as your skill die instead of a d6.
items cost 1 credit (₡); if an item would cost less away with a score, salvagers cashing in a wreck,
PLAY: The GM describes situations, ■ If you’re hindered, like by an injury or the
than, say, a new video game system, the only spies completing an operation, etc. If you want
environments, and the denizens of the world; the environment, replace the skill die with a d4,
cost is the time it takes to get it. Don’t track all characters to advance at the same pace, use
other players control (at least) a single character regardless of the character’s usual skill.
microcredit transactions like individual meals. skills of the same level of granularity (e.g.,
each, and describe what their characters do. The ■ If you’re helped, like from an advantageous
Climbing, Hand-to-hand, and Labor as individual
GM checks in with each player to ask what they’re position or careful preparation, roll an extra DEFENSES: A player can describe how an item
skills vs. all grouped under Strength).
doing, striving to give everyone roughly equal d6 help die. If an ally helps (and the action breaks to suffer a momentary hindrance from a
time in the spotlight (or the option to opt out of doesn’t require help), they roll their skill die disaster or setback instead of a more serious OPPONENTS: Characters played by the GM have
the spotlight), but there’s not necessarily a rigid and share in the risk. If you’re hindered and consequence (like being knocked over instead of no skill dice, and only rarely have defenses (e.g.,
turn order. Players describe their actions and helped, you roll a d4 skill die and a help die. killed). This is the main purpose of armor, but any “the monster” in a monster-movie-style game).
intent; the GM’s response depends on what the item can be broken as long as it can be described Instead, opponents are represented in conflicts
The highest die rolled indicates what happens.
players describe doing (or trying to do). believably (e.g., a cyber-arm breaking to deflect by the risks they present (e.g., they’re armed, so
1–2 Disaster. Face the full consequences of the a blow). Broken items are useless until repaired fighting risks injury or death), and obstacles to
■ If they attempt the impossible, the GM
risk. If the GM judges the consequences are by someone under proper working conditions. overcoming them (e.g., they’re armored, so that
says why, and advises the player to try
incompatible with success (e.g., “jump must be broken or bypassed to subdue them).
something else (e.g., “You could close the ENCUMBRANCE: Characters can carry any
across safely, at risk of falling”), the action
door, but there’s no time to barricade it”). reasonable number of small, lightweight items. RULINGS: When a situation isn’t covered by
fails. If you risked death, you die.
■ If they face an unavoidable cost, the GM Items that take two hands to use, or that prove rules, the GM may improvise a tentative ruling to
3–4 Setback. You suffer a lesser consequence,
offers that option, or multiple equally awkward to wear or carry, are described as avoid slowdown. When a ruling is unsatisfactory
or achieve only partial success. If risking
unappealing options (e.g., “Cutting through bulky. Carrying more than one bulky item hinders to anybody at the table, discuss during a break an
death, you may be injured. If risking injury,
that wall will either be loud or slow”). The a character when it makes sense (e.g., when alternative for next time.
you may be briefly hindered. And so on.
player can try something else, or accept a trying to move quickly in normal gravity).
5+ Success. You succeed. The higher the roll,
cost to perform their intended action.
the better the result. RECOVERY: Bad rolls leave you with injuries and KEY DIFFERENCES FROM MANY RPGs
■ If they risk an avoidable consequence, the
other hindrances. Recover by taking in-game
GM advises them of the risk — e.g., missing a If a success can’t achieve the player’s stated aim NO “HIT POINTS”: One successful roll can
action according to common sense. Being
deadline, being hurt, hurting others, losing (e.g., shooting a target that turns out to be eliminate an enemy. One disastrous roll can kill
knocked down can be fixed by standing. A lost
gear, drawing unwanted attention, etc. The bulletproof), the player should still get useful a player’s character. 2400 can be a “deadly”
arm can be replaced by cyber-surgery.
player can try something else, or they can information or set up an advantage. game, or not at all deadly: If the GM never says
face the risk and roll dice to see if they DEATH: When a character is killed, their player you risk death, a bad roll will never kill you.
STEPS: If a risky situation can’t be resolved in
avoid some or all of the consequences. should make a new character to introduce ASAP.
one action, establish each player’s action and NOT ALWAYS BLOW-BY-BLOW: Zoom in or out
■ If there’s no risk or obstacle, the player Favor inclusion over realism. You might meet a
risk, and each player rolls as needed. Actions as needed. Taking out a tough opponent might
does what they intended to do. The GM only new ally in the next room, wake someone from
might proceed in sequence (“disable the force be broken into multiple steps (e.g., “you have to
calls for a roll when the risk is greater than cryo, or narrate a harrowing escape and jump
field, then attack!”), or all at once, like a montage create an opening before you can subdue him”),
“you’d need to try again.” forward in time to recruiting a new teammate.
(“you pilot, I’ll boost the engines!”). The GM or an entire battle might take one roll (e.g., “roll
To mitigate risk, players can revise their intended describes how the situation changes. Repeat SKILLS: There’s no official skill list; anything to rout the enemy, at the risk of death”).
actions by describing more modest goals and/or until the situation is resolved or escaped. could be a skill, from Strength to Robo-wrestling.
DISASTER, NOT “FAILURE”: A bad roll doesn’t
more thoughtful tactics. You might risk death by If you have overlapping skills, use the highest, or
LUCK: The GM can roll a die to test luck anytime, doesn’t necessarily mean “you fail,” and never
trying to kill well-armed enemies with a frontal whichever makes sense in context (e.g., use
checking for (1–2) immediate trouble or (3–4) means “nothing happens.” The risk for hacking
assault, but only risk being injured or cornered Hand-to-hand, not Bloodshed, if you want to
signs of it. A limited-supply item may be (1–2) all an airlock might not be “it doesn’t open,” but
by laying suppressing fire from a secure position. restrain someone without hurting them).
out, or (3–4) down to one use left. “alarms blare and stuff gets blown into space.”

Permission is granted to reproduce for personal use

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