ProfessorDetective
Adventurer
Its a wonder what you can squeeze onto three pages.
I've been recently binge reading a growing series of tiny Indie RPGs from one Jason Tocci, simply titled 2400. These 15+, three-page-plus-cover, books are all settings for a very elegant system.
Roll a 1d6.
If hindered: downgrade and roll 1d4.
If skilled: upgrade and roll 1d8, 1d10, d12, or d20, depending on skill level.
If assisted: roll 2dX, X depending on the above.
1-2 is failure, 3-4 is success with drawback, 5+ is full success.
That's the system. Each setting adds elements (gear and traits, mainly) that can tack on bonuses or penalties to these Skill rolls, but that basic equation is unchanged. This makes it dirt simple to learn and run.
Of course, that'd be just a bare framework if not for the setting books. Including (quoted from Tocci's Itch page):
Cosmic Highway: space truckers trying to keep their rust bucket flying
Inner System Blues: cyberpunk freelancers in a grainy retro-future
Orbital Decay: a space-horror scenario generator
ALT: uplift, AI, and clone operatives in a world without death
Zone: exploring an area where known science no longer applies
Exiles: twenty weirdos surviving in a xenotech-riddled quarantine world
Xenolith: an alien crew faces threats from ancient relics
Eos: human marines fight for the common good in the galactic community
Project Ikaros: rogue psychics flee—or fight—elite agents
The Venusian Job: a casino heist above the clouds on another world
Codebreakers: reality-hackers elude daemons to escape The Simulation
Data Loss: memory-corrupted clones collect SOULs on a ruined world
Resistors: activist hackers take on corps in a cyberpunk dystopia
Habs & Gardens: community responders on an idyllic (?) space station
Tempus Diducit: timeline-bending mashup setting for all 24XX games
Each gives you just enough to build out adventures and campaigns while also adding new traits and gear for PCs to utilize. There is also the Emergency Rules, basically a GM's Guide that expands the system just a bit, in case you want to interpret/improv as little as possible.
And, if you want to write your own setting or build from the system, there's even an SRD (the aforementioned 24XX).
The series is available on itch.io (2400 by Jason Tocci) or DTRPG (DriveThruRPG.com). Each book (exempting Inner System Blues and Emergency Rules, those two are Pay-What-You-Want) will run you about $2 each, or $6 for all currently released materials (new books are added fairly frequently). The 24XX SRD is also available for free from the same pages.
(Look, I've been fascinated by this system for a few weeks now. I've been in love with rules-lite games since Fate Core/Accelerated with Mothership 0E being a close second. I also exploited DTRPGs bundle system to grab the last three books for under $1.50 combined, so I wanted to give back with a signal boost. Plus, no threads had been posted about it, couldn't let that stand. Hope I can actually PLAY these, eventually.)
I've been recently binge reading a growing series of tiny Indie RPGs from one Jason Tocci, simply titled 2400. These 15+, three-page-plus-cover, books are all settings for a very elegant system.
Roll a 1d6.
If hindered: downgrade and roll 1d4.
If skilled: upgrade and roll 1d8, 1d10, d12, or d20, depending on skill level.
If assisted: roll 2dX, X depending on the above.
1-2 is failure, 3-4 is success with drawback, 5+ is full success.
That's the system. Each setting adds elements (gear and traits, mainly) that can tack on bonuses or penalties to these Skill rolls, but that basic equation is unchanged. This makes it dirt simple to learn and run.
Of course, that'd be just a bare framework if not for the setting books. Including (quoted from Tocci's Itch page):
Cosmic Highway: space truckers trying to keep their rust bucket flying
Inner System Blues: cyberpunk freelancers in a grainy retro-future
Orbital Decay: a space-horror scenario generator
ALT: uplift, AI, and clone operatives in a world without death
Zone: exploring an area where known science no longer applies
Exiles: twenty weirdos surviving in a xenotech-riddled quarantine world
Xenolith: an alien crew faces threats from ancient relics
Eos: human marines fight for the common good in the galactic community
Project Ikaros: rogue psychics flee—or fight—elite agents
The Venusian Job: a casino heist above the clouds on another world
Codebreakers: reality-hackers elude daemons to escape The Simulation
Data Loss: memory-corrupted clones collect SOULs on a ruined world
Resistors: activist hackers take on corps in a cyberpunk dystopia
Habs & Gardens: community responders on an idyllic (?) space station
Tempus Diducit: timeline-bending mashup setting for all 24XX games
Each gives you just enough to build out adventures and campaigns while also adding new traits and gear for PCs to utilize. There is also the Emergency Rules, basically a GM's Guide that expands the system just a bit, in case you want to interpret/improv as little as possible.
And, if you want to write your own setting or build from the system, there's even an SRD (the aforementioned 24XX).
The series is available on itch.io (2400 by Jason Tocci) or DTRPG (DriveThruRPG.com). Each book (exempting Inner System Blues and Emergency Rules, those two are Pay-What-You-Want) will run you about $2 each, or $6 for all currently released materials (new books are added fairly frequently). The 24XX SRD is also available for free from the same pages.
(Look, I've been fascinated by this system for a few weeks now. I've been in love with rules-lite games since Fate Core/Accelerated with Mothership 0E being a close second. I also exploited DTRPGs bundle system to grab the last three books for under $1.50 combined, so I wanted to give back with a signal boost. Plus, no threads had been posted about it, couldn't let that stand. Hope I can actually PLAY these, eventually.)