Welcome to the ARQ RPG!

Venture forth with a fast-play, crunchy system for low-fantasy gaming!

Inconceivable you say?

Perhaps, but how will you know until you've looked?

System Highlights

Draw Core Resolution Mechanic

ARQ does not use dice to resolve tests, instead, each player possesses a deck of cards that generates a test result when drawn from. The core set of twenty cards are standard amongst players but as play progresses the character's bag may acquire new cards from things such as injuries, magic, or even inspirational speeches from their allies.

Every card will generate a result based on the rank of the trait being tested. These results are weighted to reflect the differences in ranks; however, whatever number is shown, is never modified in any way. 

Sans Math

ARQ endeavors to be as close to zero math as possible. The core draw mechanic has none. Injury probably has the most complicated math a player must solve where a character is incapacitated once they've reached six wounds. Outside of "greater than/less than" and some occasional counting, math is handled within the draw resolution system.

Player Facing Resolution

All tests are performed by the players. The system is designed so that the players do all the work allowing the GM to focus on running the game. If a player shoots a foe, they test their missile trait against the foe's movement. If they're the one being shot at, they'll test their movement trait against the foe's missile.

All rules are written from the perspective of the players. Meaning, the GM may have to do a little mental gymnastics to swap rules around, but with the hands-off approach on tests, the GM has a lot more bandwidth to resolve these things quickly and easily. If the GM wishes to make a test for an NPC that isn't directly related to the PCs, they may, but it's rare that it need happen.

Phased Action Sequences

The action in ARQ is broken down into phases. With actions, movement, and melee all being done by players and their foes in a fluid way. Players will have to think ahead about how the round is playing out and prepare for what comes next. Combat rarely results in "nothing happening" and the action is non-stop. With everyone engaged throughout a round of play, you'll get a 'touch' every minute or two. Not having built in potty breaks is a known issue. Plan accordingly.

Capable Starting Characters without "Super-Human" Progression

ARQ focuses on a low-fantasy level of play. Characters are capable adventures and progress into more powerful capabilities during play. However, they will never be more than human. They will always be a little fragile and require that players think before acting in dangerous situations.

A System not A Setting

I have used my own setting or published settings for years to playtest ARQ. Creating a rich setting is at least as much work as creating a system, meaning it wouldn't be done in my lifetime. So, use the setting you most enjoy that can support a low fantasy vibe!

Speed vs Crunch

ARQ is a work in progress. 

Since inception, there has been a very strong effort towards creating both a realistic system with depth and keeping it playable and quick. Those two conflicting goals have kept the author up many a night as one or the other gained too much focus, back and forth, for years.

This system is the culmination of those efforts. It's not perfect. Every success has also been a concession. Nothing is exactly how I want it. It is, however, pretty fun to play!

Work in Progress

This website is linked to the Airtable that I use for design. It is an active document that I add to daily, and those updates are represented here in real time.

 That means that notes and idea kernels are live on this site. If you see something that looks unfinished, it isn't finished.

Cool or lame? You decide! It's easy and that counts for a lot in my opinion.

Have thoughts?

Let's chat!

Basic Card Explanation

Three Rounds of Combat