Chronicling our attempt at creating a TTRPG mechanic system

In the interest of transparency and to grant anyone that’s interested in the topic a glimpse into the process, I will be posting a series of articles detailing system design from the ground up on a re-revised AxiomRPG core. I will likely expand this with session notes on play testing results and anything else that influences decisions about how the mechanics evolve.

Not surprisingly, the last year has been more about accepting there’s nothing simple about creating a fun but balanced RPG mechanics system. Thus, the regroup and rebuild. This time though, I wanted to publish the process, warts and all, so everyone can vicariously experience the journey.

The first post, dropping Saturday Jan 10th, will cover the intro, goals and our choice of familiar dice mechanics. After that we will wade into the common ‘chapters’ found in most TTRPG core rule books,

  • Character building blocks
  • Combat processes
  • Health and healing
  • Damage types and application
  • Character advancement
  • and more

These reboot rules are intended to be genre neutral to handle the broad scope of standard TTPGs; fantasy, modern and sci-fi. We’ll eventually explore the specific genres to determine how they impact the core mechanics and if there are any new rules required. If the weekly post schedule holds, I’m anticipating over a year of posts as we delve into the genres and all the other details required to complete TTRPG mechanics and settings.


I hope you find this series interesting, and I hope it sparks your creativity.

If you want to get a glimpse into our first fantasy setting, head over to our Patreon and take a look.

If you have thoughts or suggestions about anything you encounter here, use our Google powered Contact form and let us know.