Introduction
Ren and Identity
Section titled “Ren and Identity”The energy that powers everything in Metanoia is called Ren. It is not magic in the conventional sense. Ren is latent will, belief, and intent made tangible. It aligns with concepts, phenomena, and matter of all kinds. The way a character wields Ren is inseparable from who they are and what they believe.
Polarities: specific patterns of Ren that align with core concepts of the world. Your character, through their experiences, believes things, has a motive, and as such their Ren has polarities it can access. Change your character, and you change how they fight.
This is the game’s central loop. Combat, social conflict, and personal confrontation are not separate modes of play. They are the same loop asking the same 2 questions: Who are you, and are you really pursuing that which you believe?
Before You Begin
Section titled “Before You Begin”Metanoia is not designed to be played casually. If played in a beer-and-pretzels manner, it will probably not deliver on what it is trying to do. The three things below are not suggestions. They are prerequisites.
Why You Play
Section titled “Why You Play”The first conversation your group needs to have is about why you play games at all.
Metanoia is built on a simple premise: games are practice for real life. The goal is not to escape reality for a few hours. It is to use the fiction as a lens, a pressure test, and a rehearsal space for real beliefs, real values, and real questions. Alignment on this at the table makes the difference between a game that resonates and one that just passes time.
The Character as Mirror
Section titled “The Character as Mirror”In Metanoia, you inhabit a character. More than in most TTRPGs, the goal is not to tell a story about that character. It is to experience what might be called The Other: a perspective, a set of beliefs, and a set of pressures that are not entirely your own.
The character is a way to reflect on yourself. The distance the fiction provides is not insulation from the questions it raises. It is the method by which you approach them.
Trust and Care Are Paramount
Section titled “Trust and Care Are Paramount”If Metanoia is doing what it is designed to do, it will put you in uncomfortable situations. Not at the table necessarily, but in the hours and days after you leave it. The scenarios, choices, and value confrontations the game creates are meant to stay with you.
Having people at the table who know you, care about you, and can help you reflect on what came up is not just nice to have. It is part of the experience. Metanoia is a way to strengthen friendships and clarify beliefs, but only if the group has built the trust to support each other through the hard parts.
Safety tools are not optional. Discuss them before you begin.
The table safety tools (Cuts, Fades, the Open Door, and pausing a scene) are on the Content Warning page. Go through them in session zero, along with the world’s content defaults.
Metanoia rules © Daniel Eynon, licensed under CC BY-NC-SA 4.0.