At‑a‑glance: Sci‑fi SRD • polyhedral dice (take highest) • 2–5 + GM • Near‑zero prep • Rules‑lite • 1–2h sessions
24XX is a Creative Commons SRD for fast, fiction‑first play. While the flagship 2400 line is lo‑fi science fiction (retro terminals, clunky FTL, duct‑taped solutions), the rules are setting‑agnostic—you can reskin them for chrome‑neon cyberpunk, haunted derelicts, or far‑future exploration without changing the core loop.
Resolution favors clarity and speed: roll the indicated dice, take the best result, and move on. Difficulty tweaks are minimal, keeping arithmetic low and pacing high. Character concepts are classless; gear and tags do the heavy lifting. Procedures emphasize rulings over rules, with oracles and prompts standing in for subsystems. Fail‑forward outcomes, advantage/disadvantage style tweaks, and concise clocks/complications keep scenes moving.
24XX is built to publish: it ships with a plain‑text SRD, layout templates (Affinity/InDesign), a Google Slides version, and a CC‑BY logo for compatibility marks. You can draft, export, and release a polished mini‑game fast. The text leans on table prompts and fictional positioning instead of brittle subsystems, so it scales from scrappy heists to derelict crawls without new rule chapters.
Great for groups who value tempo, improvisation, and low‑prep play. Expect quick rulings, lethal stakes when you push your luck, and modules that read in minutes. New players onboard fast; veterans will appreciate how easily it absorbs influences (Into the Odd/NSR, PbtA sensibilities) without losing speed.
Critics and players praise 24XX as a clean, CC‑BY SRD that’s trivial to hack: fast resolution, ‘rulings over rules,’ and modules that teach the tone by example. The freely available templates (Docs/Slides, Affinity, InDesign) and logo make publishing quick; the only common caveat is its intentionally sparse, table‑reliant style.
Compare 24XX with other great ttrpg games.
Both are ultra‑lean and deadly, but Maze Rats leans on random tables and 2d6 tests to turbocharge improvisation, while 24XX provides a CC‑BY chassis and layout templates for hacking new mini‑games—MR is a quick fantasy spark; 24XX is a publishing engine.
Shared classless, rulings‑first DNA; TBH2e uses roll‑under d20 with armor‑as‑soak and usage dice, while 24XX sticks to quick dice picks and terse prompts. Pick TBH2e for classic dungeon vibes; pick 24XX when you want to slap together new genres fast.
Both strip play to essentials and reward table rulings. WoD brings PbtA‑adjacent 2d6 moves to fantasy delves; 24XX abstracts further, staying system‑agnostic and template‑ready for sci‑fi (or anything) with minimal rules overhead.
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