Procedures
What Are Procedures?
Some encounters are too complex to resolve with a single dice check. A negotiation isn’t just one roll — it involves opening positions, reading the room, trading concessions, and reaching a verdict. A crisis response unfolds through triage, action, communication, and stabilisation. These encounters have a natural sequence of phases that need to play out, and collapsing them to a single roll loses the texture that makes them worth playing.
Procedures are step-by-step recipes for running these encounters. Each procedure is a numbered sequence of 4–5 phases with clear labels, specific skill checks, and decision points. They give the GM a reliable structure to run complex scenes without having to improvise the whole thing, and they give players a shared understanding of how the encounter will progress.
Procedures vs. Crunch Time
Crunch Time uses initiative-based turns for rapid decision-making under pressure: everyone rolls initiative, then acts in order, one action per turn. It is designed for scenes where the pace is fast, the stakes are immediate, and every second counts.
Procedures are sequential phases for encounters that unfold over multiple steps. The phases are not timed — they follow each other logically as the situation develops. If the situation calls for quick decisions under pressure, use Crunch Time. If the encounter has a natural sequence of phases that need to play out, use a procedure.
The two systems work together. A procedure can run across multiple Crunch Time rounds — for example, the Crisis Response procedure might occupy several rounds of Crunch Time as pressure mounts. Alternatively, a procedure can structure a scene that has no initiative order at all, such as a board meeting or a regulatory audit where speed is not the primary tension.
Procedures and Decision Actions
The Decision Actions listed in Section 3 describe what characters can attempt. When a Decision Action involves multiple steps or needs to unfold over time, a procedure gives it the structure it requires. Actions such as Negotiate, Research, Implement, Adapt, and Coordinate each map to one or more procedures in this section. Where a procedure is the recommended way to run a particular action, that is noted in the procedure’s introduction.
Category A: High-Stakes Social Encounters
These procedures cover encounters where the primary challenge is human: persuasion, negotiation, de-escalation, and mediation. The outcome depends heavily on how well participants read their counterparts and adapt their approach.
This procedure works best when both sides have something to gain. If one side holds all the power, consider using Stakeholder Pitch instead — the dynamic is closer to seeking approval than exchanging value.
The Prepare step rewards players who do their homework before the scene. If players skip straight to the pitch without establishing their evidence, set the scepticism DC high to reflect the audience’s uncertainty.
Scale the number of journalist questions to the time available and the weight of the scenario — a 1d4 roll works fine for shorter scenes. The Inject in step 4 is where memorable moments happen; prepare one or two surprises in advance.
The Acknowledge step is the most consequential — a defensive or dismissive response in step 2 compounds every step that follows. Use this to reinforce the lesson that how you respond matters as much as what you ultimately offer.
The quality of the Hear Both Sides step determines the ceiling for the whole procedure. If the mediator skips past it or rolls poorly, the subsequent reframing will miss the mark and the agreement will be fragile.
Category B: Decision & Governance
These procedures cover formal decision-making processes: committee votes, resource competition, regulatory scrutiny, and competitive bids. The challenge is often as much about process and politics as it is about the merits of the case.
This procedure is most effective when players have done prior relationship-building with NPC members before the meeting. If they arrive without any prior influence work, treat all undecided members as starting hostile.
The Inject in the Allocate step — a sudden budget cut, a new priority that arrives mid-meeting — is particularly useful for teaching adaptive thinking under constraint.
The regulator’s starting disposition should reflect the scenario context — a routine audit starts neutral, a triggered investigation starts suspicious. The Findings step gives players a final chance to correct the trajectory before the ruling locks in.
The feedback in the Award step is as important as the result. Win or lose, players should leave knowing what their score was on each criterion and where the winning bid outperformed them.
Category C: Crisis & Response
These procedures cover situations where something has gone wrong, is going wrong, or is at risk of going wrong. The challenge is navigating uncertainty, incomplete information, and competing demands under time pressure.
The loop back to step 3 is what makes this procedure feel like a real crisis — stabilisation takes multiple rounds of effort, not a single decisive action. Use the Injects deliberately to introduce the secondary complications that real crises always produce.
Decide before running this procedure how much evidence exists and where the critical pieces are hidden. Players who skip the Gather step and go straight to Confront will lack the evidence needed to get past a subject’s defences.
The Protect step is where many groups make costly mistakes — acting quickly without thinking through who might infer the reporter’s identity from the investigation itself. Build in time for players to reason through the exposure risks before moving on.
The Settle step’s delayed consequences work well in multi-session exercises — plant a seed here that blooms into a complication later. In single-session play, narrate the consequences immediately but flag that trust takes time to rebuild.
This procedure is most impactful when players have already invested effort in the original plan before the pivot is triggered. The emotional weight of abandoning prior work is the point — use it to teach the difference between sunk-cost thinking and genuine reappraisal.
Category D: Influence & Alignment
These procedures cover situations where the challenge is not resolving a single conversation but building durable alignment across independent parties. They unfold over multiple engagements and reward players who invest in preparation and relationship management.
Run step 2 as a separate scene for each potential ally — the individual conversations reveal tensions that only become apparent when players try to reconcile competing demands in step 3.
Step 5 is deliberately open-ended. For long-form exercises, have players return to this procedure across multiple rounds to reflect that advocacy is a campaign, not a single action.
Category E: Operations & Execution
These procedures structure the execution side of play — getting things done, coordinating across groups, managing risk, and building capability. They pair naturally with Crunch Time rounds and work well as multi-round sequences inside a longer exercise.
Use step 3 as the primary source of Injects during this procedure. Cascading failures from one team affecting another create the most realistic and instructive execution scenarios.
This procedure works best when at least one player represents each independent group, giving each person a stake in the negotiation at steps 1 and 2.
Step 5 is the payoff. Triggering a risk the players under-weighted in step 2 is one of the most effective teaching moments this system can produce.
Run this procedure at the end of a Crisis Response or Operational Deployment sequence to give the exercise a reflective closing phase that maps naturally to real-world after-action reviews.
Step 2 has no rolls by design. Removing mechanical pressure during ideation produces more candid discussion and better ideas than any dice result would.
This procedure works well as a framing device for exercises where one player takes an expert role and others are deliberately positioned as learners navigating an unfamiliar domain.
Creating Your Own Procedures
The 22 procedures above cover the most common structured encounter types in business and organisational scenarios. They won’t cover everything. If your exercise involves a situation with a natural multi-step flow that doesn’t fit an existing procedure, build one.
How to design a procedure
- Think about what encounter type you need. What is the situation? What makes it complex enough to need a procedure rather than a single roll? If you can resolve it in one check, you probably don’t need a procedure.
- Identify the natural phases. What happens first? What follows from that? Map out the sequence of events as they would unfold in real life — the procedure should feel like a stylised version of how the situation actually works.
- Assign relevant skill checks to each phase. Match each step to the skill that would genuinely matter at that moment. Avoid defaulting to CHA (Persuasion) for everything — varied skill demands make procedures more interesting and reward different character builds.
- Keep it to 5 steps or fewer. Longer procedures lose momentum. If your draft runs to 7 or 8 steps, look for steps that can be combined or cut without losing the core experience.
- Playtest and adjust DCs based on how it runs. Your first draft will likely be too hard or too easy. Run it once, note where players breezed through or got stuck, and tune the DCs accordingly. Two or three playtests usually produce a solid procedure.