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The Axiom System

A small system I quickly patched together as a proof of concept. I did not playtest this. Feel free to expand upon it with credit :D

Axiomatic Rules

The game consists of playing a set of enforced system and worldbuilding rules, as means to drive a narrative forward through various events, actions, and challenges. A player is an individual which possesses a soul outside of the context of the game, and is a willing participant to the game. The game can take place in any shape or form, at any time, and for however long it is agreed upon. The game starts the moment it is agreed to by participating players, and ends or is paused explicitly or implicitly when at least all but one person declares so. A player may join or leave the game at any time, except as means to exploit an advantage within the game, to which they are to be banned from playing by the remaining players. Sessions are special blocks of real time which can be declared having happened, under which system rules specified to act only can take effect.

The Master Player (Equivalent of GM, DM, etc.) is a role which can directly influence the narrative events and worldbuilding rules at any time. However, like the rest of the players, they cannot retroactively change previously established facts and actions without paying the appropriate price, unless it was an honest mistake. The MP can at any time request another player to add detail or impose a narrative event or establish a wordbuilding rule, overriding the need for that player to pay a cost to do so. There must always be at least one master player, and a minimum of one additional player. The master player is a player. Each player other than the master player must play a character within the worldbuilding rules and facts established. They do not need to be literal characters, and can represent abstract concepts and anything else besides system rules. At the beginning of the game, before it starts, the MP must establish worldbuilding rules and narrative events leading up to the start of the game, to ensure the characters can integrate within the narrative and world.

Axioms are rules about the game which cannot be ever changed. Axioms can only be added if it is unanimously voted as such, but one cannot modify, nullify, nor remove an axiom from always being in effect. Axioms can never directly affect narrative events, or worldbuilding and system rules. Axioms cannot contradict each other. Axioms come into effect as soon as the game starts. If anything declared would break at least one rule or axiom, it does not take place.

A system rule, which was previously added by a player, can only be modified or amended, but not removed in its entirety. However, if it is declared “unfun” by a majority of players participating in the game, a rule can be removed in its entirety. The token price to apply these changes remains the same. All rules must remain “fair” and equally applicable to all players when needed in accordance with the narrative events and worldbuilding rules.

Challenges are what dictates various aspects of the game. A challenge must have at least a winnable state, and a losing state. Challenges must always be able to be performed in some way under system rules. Challenges determine the result of a narrative, or system event. A challenge’s difficulty must be appropriate and reasonable according to the narrative, worldbuilding, and system contexts it is declared in. A player can always choose to fail a challenge on purpose, unless specified by the one declaring the challenge, but cannot choose to win one. Challenges must always be declared to another player than oneself.

Game Tokens (referred simply as tokens) are currency used to affect various aspects of the game, outside of the inner. Whenever a player fails a challenge, they come into possession of an additional one to three tokens, up to the discretion of the person declaring the challenge. Tokens can always be spent to either help you succeed a challenge by allowing you extra help, be spent to change narrative events as they are declared, retroactively change worldbuilding rules, and modify/remove/add any system rule. The price to pay goes from one to four respectively. To be able to pay, you must have an equal or higher amount of tokens at your disposal. Once a player pays the price, the same amount of tokens are removed from their possession and the agreed-upon help or change takes effect immediately. A group payment always costs one more per additional player contributing. All players must spend tokens to affect system rules. No system rule can change the interaction with token mechanics. Tokens are reset between sessions.

Starting System Rules

The Master Player remains the same from start to finish. The MP is agreed upon before the start of the game. Only a master player can declare challenges and set their difficulty.

When a Challenge is declared, the declared player rolls two 6-sided dice, which can explode in which case you roll again, then adds the results together of all rolls. The total must be equal or greater to the set numerical difficulty of the challenge for it to be considered a success (win), otherwise it is considered a failure (loss). A challenge is considered a great failure when the player rolls a total of three or less before bonuses, and a great success when exceeding the difficulty by five or more. In any case, narrative details, events, and optional worldbuilding rules are to be described by the MP to reflect the result.

A character can have equipment which can affect narrative events and challenge results without paying cost, currency to acquire items and equipment, and must have a minimum of two flaws and two merits which can modify narrative events and challenge results and difficulty under specific contexts defined by the player in agreement with the MP.

At the end of a session, each player earns three experience points for their own character.