Home2026-03-24T14:09:25-05:00

Making Legends since the 1980’s

A long-time TTRPG group’s site for presenting thoughts and observations on a hobby-lifestyle that’s suddenly become mainstream. This domain has been in constant operation, in many forms, since 2001. Usually shifting based on what we’re playing, mostly for presenting information to our local group.

In December of 2024 we started dabbling in game mechanic design. The current revision can be found at AxiomRPG using the button below. It’s playable and free to anyone interested in personal use. We’re still testing various parts ourselves. Adjustments might show up after each bi-weekly session. There is no formal setting included with the core rules.

We worked up four full settings in a complete ‘sourcebook’ style format, also free for personal use. Links to summary pages can be found below.

One engine. Any world.

AxiomRPG Core Rules is the universal mechanical engine behind every AxiomRPG Genre Catalog. It is a complete, standalone tabletop RPG ruleset; dice mechanics, character creation, combat, advancement, GM tools, and a full threat system. Designed to run anything from high fantasy to urban horror to space opera without retooling the foundation.

Pick up the Core Rules, choose a Genre Catalog, and play. The same skills you learn here move across every setting. The characters grow the same in every world.

Genre-Ready From Day One

The Core Rules are the rules. Genre Catalogs are the settings.

Every AxiomRPG Genre Catalog is built on this foundation without modification. The dice mechanics, Talent list, combat system, and advancement costs are the same in every catalog. What changes: the world, the lineages, the power traditions, the equipment, the factions and the threats specific to that genre.

This means three things:

  1. You learn the system once. Switching from a Modern urban horror campaign to a high fantasy campaign means picking up a new catalog, not learning new mechanics.
  2. Characters and concepts transfer. A Quickborn Investigator works in Hidden World and on Astraeus Terminal. The Longkin template becomes an ancient elf in Andrus, a long-memory AI in Astraeus, or an elder vampire lineage in Hidden World.
  3. GMs run familiar tools. The threat tier system, NPC framework, and encounter design structure work identically across every genre. Your prep skills compound.

The Core Rules make no assumptions about setting, tone or genre. Those assumptions live in the catalog where they belong.

AxiomRPG Genre Catalogs

AxiomRPG System Quick-Look

D6 Dice Pool

Fairly standard Dice Pool mechanics.

Create Pools by adding Attribute+ Talent.

Dice are rolled for successes (5+) to meet or exceed a Threshold.

Includes Advantage/Disadvantage and Wild Die mechanics

Lineages

6 Universal Lineages are included in the Core

Genre Catalogs replace Core Lineages

Each lineage presents unique mechanical benefits

A Framework helps create custom Lineages

Professions

A clear role filled by a character within society and an adventuring group

Professions are built around an essential Theme

Professions reinforce role identity as characters advance

Common themes can explore unique paths through advancement

Three Core Attributes

Simplified character generation makes the system accessible and easily taught.

Body – Body is the measure of all things physical.

Speed – Speed is the measure of all things involving movement, agility, and reaction time.

Wit – Wit is the measure of all things mental and social.

Character Generation

Standard Lineages and Professions available

Build your own Lineage and Profession

Broad Talent trees allow flexibility through Focus

A power framework provides genre neutral building blocks

GM Toolbox

Build Challenging Threats

Create Compelling Adventures

GM Tips & Tricks in every Genre Catalog

Loads of examples throughout

The New Dashboard

How "Control Panel" Design and Digital Media are Reshaping the TTRPG Rulebook TTRPG Design Discourse: Article 13 of 14 We've discussed cognitive load as an abstract constraint and minimal design as one solution. But there's [...]

The Best of Both Worlds

The Rise of OSR and the "Modern-Classic" Hybrid TTRPG Design Discourse: Article 12 of 14 Throughout this series, we've traced tensions: narrative versus tactical, minimal versus complex, authored versus procedural. The Old School Renaissance doesn't [...]

The Party of One

Why Solo Play is the New Frontier of Tabletop Gaming TTRPG Design Discourse: Article 11 of 14 We've explored games at every scale: from personal magic to wilderness exploration to kingdom management. But all assumed [...]

Beyond the Dungeon

Domain Play and the Quest for Meaningful High-Level Gaming TTRPG Design Discourse: Article 10 of 14 From hexcrawling's exploration of wilderness, we ascend to kingdom-scale play. Most campaigns die at mid-level because designers don't know [...]

Building Genre Agnostic Rules

One of the purposes for building AxiomRPG was distilling the core mechanics from genre specific details. We have enough collective setting content for various genres that we wanted a central mechanics system to power them [...]

Into the Unknown

Hexcrawling and the Art of Procedural Exploration TTRPG Design Discourse: Article 9 of 14 After examining magic systems and their varied mechanical implementations, we shift to a different kind of systematization: exploration itself. Hexcrawling represents [...]

Go to Top