Who are we?
Home > About Us
Hi! We’re Metanoia Engine. A D% TTRPG system that has been built as a passion project by Mucho. This work is a culmination of about 10 years of effort and understanding, unveiling a new form of play for TTRPGs.
What sets Metanoia Engine apart from other TTRPGs is it’s reactionary system. The game isn’t turn-based in a traditional sense, you always have a sense of control or power in a situation and aren’t forced to sit there waiting for others to make a move. The outcomes of combat come from a player’s skill and efficient use of all of the abilities and equipment in their kit, as well as their surroundings. Through the percentages, the game automatically does most things, usually only requiring the GM to roll for the action (on occasion).
We want to create awareness for TTRPG players, both seasoned veterans and new players of this format that this is a way to play TTRPGs, and has been unexplored in the industry before. Wanting to introduce Australia to more Tabletop Role-Playing Games outside of the most popular and finding a more familiar and intuitive system to those coming from these areas. To do anything in the system, all you have to do is say you’re doing it.
The Origins of Metanoia Engine
Mucho has been working on this since the start of High School, playing games in Pathfinder 1e days. This is the story told from the perspective of Mucho.
Playing Pathfinder and Dungeons and Dragons back in my early days was engaging and incredibly fun. Doing quests to save the world and starting from the ground up, starting as a player, I felt incredibly limited in my choices for classes and felt too much of a need to commit to a certain niche instead of spreading my wings out. A lot of the roleplay moments we had were incredibly fun but it felt at times a lot of the fun was being taken away by the rules – which may be due to the experience of the GM at the time – or having to homebrew rules that weren’t consistent, flexible or ready for me, as well as reading many forum posts over the years showing other peoples dissent in certain mechanics not being well-made or documented created a desire for me to take the mantle and create my own experiences.
Hosting as a GM, eventually, in multiple stories, due to something-or-other, players would end up fighting each-other based on their characters morals. This system initially started as a PvP sub-system for another TTRPG, with the base combat rules being it’s earliest parts, the creation of a reactionary system allowed for more tense and engaging combats, and has been tweaked over the years for balance by multiple different groups of people who have played it and left their mark in the playtests.
While I don’t play or host with that group anymore, I think their insistence on playing and persistence inspired me to create something so radically different from everything else I’ve played since then. I thank them for those formative memories because I wouldn’t be here trying to do what I’m doing now with this system because of them.
~ Mucho
The name of Metanoia Engine came to us through two meanings of words and combining them together which we thought aptly described the system.
“Metanoia” comes from the Ancient Greek word of μετάνοια, meaning directly “changing one’s mind”, and “Engine” means “a machine with moving parts that converts power into motion”. Combining these words makes a Metanoia Engine, a working system that turns the actions of the player directly to have an impact on both the area, it’s surroundings, and everyone at the table. The systems true power is only revealed when one changes their mindset of TTRPGs to fit a new, extremely creative and joyful state of mind. This is where the name Metanoia Engine comes from.
We hope you enjoy Metanoia Engine as much as we enjoy working on this
Who works on this?
Mucho - Game Designer, Developer, Website Maker, Creator of Metanoia Engine
Grimm - Lead Artist