Six Axes

About Six Axes

What it is, why it exists, and the lines we hold.

Six Axes sits in your session, transcribes it, and turns it into the work you would do afterwards if you ever had the time: the recap, the campaign wiki, and a record of what actually happened at the table. It works across whatever system your campaign runs on, on a virtual tabletop or in a room with real dice.

The thing it does that other session tools cannot is mechanical capture. Everyone can transcribe audio and summarise it; what a microphone cannot tell you is what was rolled. Six Axes knows, and that unlocks arithmetic nobody else can do, like telling you that your Moderate encounters land like Hard ones at your table specifically, across a whole campaign. Session notes are the easy part; the mechanics are the point.

It is made by Kerf and Code, and it is early. It works, it is in use at real tables, and it is not finished. The way it gets better is more campaigns and honest feedback, which is what the pilot is for.

What we hold to

Consent first

Recording starts only when the whole room agrees, and any player can withdraw at any time. Session audio is deleted after 60 days; the transcript stays, the recording does not.

Honest by default

No invented numbers, no testimonials we do not have, no publisher logos we are not entitled to. The analytics even show their own uncertainty, so a thin read reads as thin.

You own your data

Export everything in one file, any time. Delete your account and everything about you goes, while your characters stay in the campaigns your table built together.

Who's behind it

Kerf and Code is Terry Mickail, working out of Seattle. By day he is an educational research analyst; his training is in measurement and applied statistics, a master's in the field and doctoral work at the University of Washington on how people learn and how you measure it honestly, with peer-reviewed research along the way.

That background is not incidental to Six Axes. The disposition model, the encounter math that calibrates to your table, the read on how each player engages, is psychometrics pointed at game night: measuring something real without pretending the measurement is more certain than it is. The analytics show their own uncertainty because the person who built them spent years learning why that matters.

He also runs games, and built the thing he wished existed on his side of the screen.

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