Introduction to the Arpeggio System
Douglas Adams, the late author of five of the six books in the Hitchhiker's Guide to the
Galaxy trilogy, once made a point about some of the best inventions involving the
subtraction of components rather than the addition of new ones. In short, that is Arpeggio's main
trick. In long:
"RPG" stands for "role-playing game," but that's really a pretty poor descriptor. Luckily, chances
are you already associate the term with the definition that I assume throughout this site, which
is a game involving some kind of turn-based battle system. This means that when
the players encounter enemy characters, instead of attacks firing wildly from both sides in real
time, the game enters a modified slow-time state wherein each character engaged in the battle
selects one action per turn, and these are performed one by one, generally allowing players all
the real-world time that they may need or desire to strategize about what their actions should
be. How exactly this mechanic is rationalized in-universe varies from game to game, with some
assuming the turn system to be representative of split-second real-time decision-making, and
others taking a more lax approach and potentially breaking the fourth wall to allow characters on
either side of the conflict to carry out entire lengthy conversations within a single turn. At
any rate, Arpeggio's battle system is indeed assumed to be its focus, although it also has
mechanics for handling events that occur outside of battle (or "in the field").
As a thusly-defined RPG system, Arpeggio is built around two core tenets:
simplicity and flexibility. The two act as yin and yang,
pushing the system's design in opposing directions in order to achieve the right balance.
Inspired by what Paper Mario did with traditional video game RPG mechanics, Arpeggio
simplifies many tabletop RPG concepts while retaining enough complexity to accommodate a wide
variety of settings, characters, abilities, and so on.
In addition to being flexible, Arpeggio is meant to be malleable. What I mean by
this is that you should always keep in mind that you are free to tweak or outright overhaul any
aspect(s) of the system to suit your personal preferences. This is typically done with most
tabletop RPGs anyway, so I'm just coming out and saying it. But how does Arpeggio compare to
those other systems?
Arpeggio as a Tabletop RPG
The basic mode of play in Arpeggio is that of most tabletop games: a game master, here called the
Maestro (plural Maestri), verbally or textually describes a
fictional world to one or more players (often no more than five for game balance
reasons, with three being vaguely ideal), who respond in kind to indicate the
actions and dialogue of their player
characters within this imaginary realm. The success or failure of these actions is
determined in part by these characters' stats, numerical values assigned to them
meant to measure their various talents, or lack thereof. Any and all non-player
characters in the game are controlled by the Maestro, including
enemies, who are likely to attempt to engage the player characters in
battle. Through fighting enemies, the player characters become stronger, which
mechanically takes the form of leveling up, a player character's Level being one
of their stats. These and other game mechanics lend structure to the fictional world in which the
player characters find themselves, and with any luck, their journey through this world will
create an entertaining story.
To some extent, Arpeggio is designed with an eye toward newcomers to the tabletop gaming medium,
so experience with other systems is not necessary to understanding it. That being said, veterans
of other systems might be surprised by the absence of certain mainstays, such as character
classes and dice rolls.
In many systems, the ever-present dice rolls serve to maintain a sense of realism by ensuring that
both success and failure are always possible whatever the odds; Arpeggio prefers a more blunt
approach, and so stat checks in the field work on more of a pass-or-fail system, where a
character can always successfully perform a given task if that character has the
right stats, and can never begin to make any headway if not. Many other systems
also supplement base stats with additional skill stats, but Arpeggio skips that entirely. Further
still, field stats in Arpeggio do not level up; they may receive temporary boosts, but the base
values will never increase at all throughout the course of the game. This is in
contrast to battle stats, which are completely separate from field stats, unlike
in some systems where the same set of base stats play into both field and battle mechanics. The
separation of stats allows for field calculations to be much simpler than battle ones, but vice
versa, because battle stats can increase throughout the game and field stats are set in stone,
player characters are able to start out with one or more maxed out field stats
from the very beginning of the game, which gives them an avenue to express their particular
talents at a time when their stats in battle are too heavily tempered by Arpeggio's numerical
tendencies to properly reflect these. Thus, Arpeggio's field stat system is simple in structure
but flexible in initial allowed values, while the battle system is rigid with initial values but
allows those values to grow over time, with player input directing that growth.
When it comes to player characters, restricting players to selecting from predesigned character
classes is something that I've always found a bit grating. Usually it's done for game balance,
which is understandable, but Arpeggio prefers to place the burden of game balance on the Maestro,
who is more equipped to correct it, than on the players, who are there to have fun. A cynical
perspective might conclude that in Arpeggio, "player character" essentially functions as a class,
limiting the stats of player characters to very narrow ranges. But by making the stats of all
characters so similar, players are no longer encumbered by the expectations of their class, and
can just be, conceptually, whatever they want. I like to say that player characters in Arpeggio
can be anything—except overpowered. Their stats keep them in check in terms of
game balance, while in terms of style their imaginations can run wild. Operating under the same
philosophy, while the Maestro may provide lists of predesigned special attacks
for players to choose from (much like the set lists of magic spells in most versions of DnD), the
players can instead, and are encouraged to, design their own special attacks—again, conceptually,
while the Maestro then finalizes the actual numbers.
Character classes and spell lists are often conceptually tied in to a system's lore, but Arpeggio
has no set lore, so that's another reason the classes are gone. As noted on the
homepage, having no default setting makes Arpeggio more equivalent to
a base mechanics system, such as the d20 system, which is the underlying system
used by multiple different versions of DnD and spinoffs thereof, than to any particular one of
those versions or spinoffs. This may be a major stumbling block for players who think of their
main role in the game as integrating their character's backstory into the setting/lore of the
particular system being used, but vice versa can be a boon to newbies who would feel intimidated
by the expectation of such fleshed-out integration. Of course, lore can be created for an
individual game of Arpeggio, but I would gently encourage Maestri to consider designing the lore
around the players' submitted characters rather than forcing them to conform to your ideas. To
give a more concrete example of the benefits of this approach, if you have a setting that assumes
dragons to have a certain predefined powerset that is much more suited to the role of final boss
than of player character, and you get an inexperienced player whose only (and fervent) concern is
being able to play as a dragon, then your system is fundamentally incompatible with that player.
In Arpeggio, absent these preconceived notions of a dragon's power level, you can simply define
it, for the duration of that particular game, as being in the same range as the other player
characters, whoever and whatever they may be.
Another thing that a certain kind of person will be very surprised not to find in Arpeggio is the
traditional alignment system. Since it isn't used, I'm not going to take the
time to explain exactly what it is, but if you've ever heard a character described in terms such
as "Lawful Good" or "Chaotic Evil," the alignment system used by many tabletop games is where
those phrases come from. What I would like to say here, though, is that, while I haven't built
any game mechanics around alignment, if you really are that attached to the idea, you can of
course still think of characters in such terms, and use these to guide your gameplay. That to me
seems like the better use of the concept: as a sort of means of psychological/motivational
analysis more so than a set of hard behavioral limitations. That being said, Arpeggio has a
vaguely similar thing called Affinity; see
below.
Also absent from Arpeggio are any references to physical tabletop materials such as maps and
figurines. This is because Arpeggio was originally designed to be played online over some type of
instant messenger, which is simply because that was the only option available to
my particular social circle at the time of Arpeggio's inception. Someday I or someone else may
develop map mechanics for Arpeggio, but until then, precise positioning inside of the game world
remains nebulous. This has consequences for Arpeggio's adaptation of Paper Mario's battle system,
and so...
Arpeggio as a Paper Mario Derivative
To get this out of the way: Arpeggio draws from the first two games, acknowledges Super, and
ignores everything else. You are perfectly welcome to enjoy those later games or even to
incorporate their concepts into your own games of Arpeggio, but I won't be doing either.
Arpeggio's primary takeaway from Paper Mario is keeping the numbers small and
easy to understand, in particular by having base offense and defense stats not
increase by leveling up, but instead be special events in the plot comparable to Mario finding a
new hammer or pair of boots. (Actual hammers and boots would be treated as weapon items in
Arpeggio, and due to its Fire Emblem-based weapon system, characters can increase their Weapon
Levels in order to allow them to use stronger weapons, and thereby increase their damage output,
but this is dependent upon access to those stronger weapons, which is a factor controlled by the
Maestro, and is therefore still less readily inherent than automatic stat increases via leveling
up.) As a matter of fact, Bug Fables: The Everlasting Sapling, an indie game that
serves as a spiritual sequel to the first two Paper Marios, proved that base offense and defense
increases are not even necessary at all. Arpeggio limits the amount that base offense
and defense stats can increase on player characters, but for a bug-savvy Maestro, this could be a
moot point. Per the flexibility tenet, though, it's better to have more options available than to
cut them out completely. The result of this mindset is that Arpeggio comes out as a mix between
Paper Mario, Bug Fables, Fire Emblem, and several other things, and can be pushed to more closely
replicate one of these things over the others for the duration of a game, or to become something
entirely new.
While my personal appreciation for Paper Mario (and by extension Bug Fables and other members of
the same spiritual family) centers around the numbers used in its battle system, more often you
will first hear about its action commands, which are timed button inputs and
suchlike that the player can perform in order to strengthen or otherwise enhance a given attack.
While indeed of great importance in Paper Mario itself, the concept is difficult to
satisfactorily translate into tabletop form, and so it has no real equivalent in Arpeggio, being
essentially eliminated similarly to how Paper Mario eliminated the concept of accuracy, having no
attacks (from either player characters or enemies) ever miss their mark under normal conditions.
Arpeggio retains this lack of an accuracy check as well, which is another reason for its
decreased focus on chance devices like dice, but going from one lack to another, the absence of
action commands in Arpeggio is handled by having a character's basic attack
(which is as it sounds, the most basic type of attack that a character can perform, and which
costs them nothing but the use of their turn) deal damage comparable to a Paper Mario attack
where the player screwed up the action command, so it's sort of like always failing instead of
always succeeding. But fear not! By equipping a weapon and/or performing a
special attack, a character's damage output is boosted, with many basic weapons
and special attacks granting a modifier of x2 or more, which is more comparable
to always nailing the action command perfectly. Therefore, through these damage modifiers,
Arpeggio achieves similar amounts of damage to different kinds of attacks from Paper Mario,
accounting for both failed and nailed action commands. Of course, per flexibility, you may write
up different damage modifiers to create a wholly different painscape, so don't feel obligated to
make everything conform to Paper Mario exactly.
But speaking of different kinds of attacks in Paper Mario, these along with the
positioning of enemies on the screen created most of the strategy of the game's battle
system, which is to say that a given attack could only reach certain enemies
depending on that attack's type and those enemies' positions. Recall, though, that exact spatial
positioning in Arpeggio is nebulous, due to being a tabletop game described by a Maestro instead
of a video game displaying a screen. Furthermore, Mario's main form of attack is jumping atop
one's head, which may make a lot of sense in the platforming games that he's from, but doesn't
really compare well to conventional forms of attack in many other settings. Arpeggio likes Paper
Mario's numbers for their simplicity, but its desire for flexibility means we shouldn't limit the
players by requiring them to design their attacks in keeping with Mario-based categorizations
such as "jump-like" and "hammer-like." Finally, the enemy positioning system in Paper Mario is
more or less two-dimensional, disallowing Mario to walk around the guy in the front in
order to hit the guy in the back with his hammer, but where a video game can simply deny the
player such an option, in a tabletop game the players are more likely to call that sort of thing
into question, seeking linguistic loopholes to create alternate solutions to their problems; a
good Maestro should be ready to improvise a response to unanticipated avenues of gameplay, but so
too should a good system save the Maestro the trouble by already having a rule to handle the new
approach. With all of these factors converging, it was necessary for Arpeggio to simplify Paper
Mario's enemy positioning system, essentially reducing it to just whether or not a character is
flying. Flying characters generally won't be hit by attacks that are low to the
ground, which is a single, easy-to-understand rule that makes sense in just about any setting.
Arpeggio draws from more than just Paper Mario, though—namely, once again, Bug Fables. This game
made a simple-yet-brilliant addition to the enemy positioning system: along with flying enemies,
there are enemies who can burrow underground, where they can no longer be
reached by most attacks—even the ones that can reach flying targets. But contrarily, something
like an earthquake attack, which would logically miss a flying target, would logically hit a
burrowing one. This ingenious idea is lovingly pilfered by Arpeggio, making its three basic types
of enemy positioning normal/ground, flying, and
underground. This creates not only another variation on positioning, but one
that serves as a strategic counterpoint to flight, by which I mean that
earthquake-like attacks will be sought-after despite being useless against flying foes because
they will be essential against burrowing ones. Therefore, thanks to Bug Fables, Arpeggio ends up
with a strategic enemy positioning system very much in the same spirit as Paper Mario's, but
workable in tabletop format and applicable to the vast majority of settings.
In the second Paper Mario game (The Thousand-Year Door), Mario and his currently
active party member also participated in the positioning system, which mainly meant that
whichever one of them was in front would be attacked more often, since some attacks would be
unable to reach the person in the back. The player could swap Mario and his partner between these
positions each turn, but this also meant that whichever one was in front had to attack first in
that turn, which had strategic ramifications. I bring this up to point out that the player could
choose the order in which the party members attacked; this is in contrast to many RPGs which
utilize a speed stat to determine attack order within a turn. Characters in Arpeggio have
no speed stats, and instead each turn is divided into phases, such as
the Player Phase and the Enemy Phase (this terminology is
borrowed from Fire Emblem). During a particular team's phase, the members of that team
can act in any order. Naturally, due to the strategic elements of Arpeggio, the
order in which the player characters choose to act can have ramifications on the battle. But
since I brought up Fire Emblem, and since the weapon system is another part of the strategy...
What Arpeggio Takes from Fire Emblem
Arpeggio can be thought of as having a Paper Mario basis and adding to it a weapons
system based on that of the Fire Emblem games, specifically taking the most cues from
Fire Emblem 9, 10, and 13 (Path of Radiance, Radiant Dawn, and
Awakening). The numbers used for the stats of these weapons are altered to be more
like Paper Mario numbers, and weapons in Arpeggio do not break after a certain number of uses,
instead remaining usable forever, but Arpeggio retains Fire Emblem weapon types
and their relationships with each other, along with adding new types of weapons and deriving new,
similar relationships for those. Due to the altered numbers and the lack of accuracy checks or
critical hit chances, weapon types lose many of their distinguishing features, making many weapon
families functionally identical but for their relationships with other families, but this is
basically the same discussion we had above about character classes: in Arpeggio, the numbers are
kept small and easy, which often means identical between different conceptual types, but from the
right perspective this is freeing rather than restricting. And as has also already been
discussed, the damage boosts from equipped weapons serve as something of a replacement for Paper
Mario's action commands.
Weapon Level is a concept from Fire Emblem that measures a character's skill with
a particular weapon type. This helps to differentiate the weapon types even when they have
similar damage outputs, due mainly to armed special attacks being designed to be
performed with a certain type of weapon, such as a sword rather than a hammer. So, a character
can train their Sword-type Weapon Level in order to gain the ability to wield
stronger swords, which in turn can be used to perform the same special attacks that were designed
to be used with the weaker swords, but should this swordsperson find a super-powerful axe,
they'll have to separately train up their Axe Weapon Level in order to use that, and even then
won't be able to use it in their sword-based special attacks. This allows the Maestro to give
powerful weapons to enemies without always fearing that the players can immediately use those
weapons once the foe is defeated.
Fire Emblem gives us various melee weapons and magic weapons,
but in an effort to account for still more possible settings, Arpeggio's weapon system also
includes mechanics for projectile weapons, a type that does include Fire
Emblem's bows and arrows, but also guns and the like. Where
Arpeggio has dropped Fire Emblem's limited number of uses for weapons, in the case of projectile
weapons, it does account for limited ammunition, and this is one area where the
particular stats used on my default weapon sheets are not really based on another game, but
rather just try to fit in with all of Arpeggio's other, Paperesque numbers. Per flexibility, it's
possible to design projectile weapons that don't need any ammo and just have infinite uses,
erring closer to simplicity. Either way, it is generally assumed that the Weapon Level system
only applies to melee weapons, and that any projectile or magic weapon can be
picked up and immediately used by anyone. This is balanced in projectile weapons by the need for
ammunition, and the possibility of finding different types of ammunition to
increase the weapon's power. Magical weapons in Arpeggio are simpler than the other types and are
mainly just used as conduits to perform magical special attacks, which can be cast with
any given magic weapon, and which don't change no matter what
kind of magic weapon is used.
Apart from the weapon system, another Arpeggio feature based on a Fire Emblem concept is that of
support, by which is meant numerical quantification of the emotional bonds built
between characters, and certain bonuses given for building these bonds. The bonuses given are
determined by affinity, which in Arpeggio is comparable to the concept of Zodiac
signs, only with the different affinities represented by Arpeggio's set of
elements instead of, uh, animals and naked people.
Many RPGs incorporate some system of elements, but Arpeggio's specific take on this is not based
on any other game in particular. So I guess we'll move on to...
Arpeggio as Its Own Thing
Arpeggio's system of Elements (which for some reason I always capitalize) features
eight of them: Earth,
Ice, Water, Wind,
Fire, Thunder,
Poison, and Plant. Unlike in Pokémon where
each mon belongs to one or two type classes which determine its weaknesses and resistances, in
Arpeggio, Elemental weaknesses and resistances (together referred to as Elemental
Modifiers) are unique to each individual character. This means that on
every character sheet, there will be a section listing the eight Elements and that character's
modifiers for each. And I had mentioned the Affinity thing: each Element also serves as an
Affinity, but where a character has modifiers for all Elements, each character has only
one Affinity, which is basically supposed to be the Element that best describes
their personality. Thus, Affinity has nothing to do with Elemental
weaknesses and resistances, despite being expressed as one of the Elements. All that Affinity
does mechanically is to determine what kind of stat boosts that a character will receive from
support bonuses, which are, well, stat boosts received at the onset of battles
once characters have built support. So what are a character's stats in Arpeggio, anyway?
Despite my spiel about Arpeggio having no default lore, it does assume the existence of both
magical and psychic abilities, which it treats as two
completely different things. It's possible to run a game based around the idea that these
abilities are newly discovered, and it's probably even possible to cut them out of a game to
create a sort of "Arpeggio Lite," but by default they're in, and tied to every character's
base stats. Where Paper Mario had HP, FP, Attack Power, and Defense Power, every
character in Arpeggio has HP, VP, MP,
Attack Power, Magic Power, Defense Power, and
Brain Power. HP is still HP, while VP and MP are two different types of FP (or
what some systems would call mana): VP is used to fuel normal special attacks as
well as psychic attacks, while MP is reserved solely for magical
attacks. On the other hand, Magic Power is a magical attack stat that
works against the same Defense Power that Attack Power does, so normal attacks and magical
attacks will both have the same kind of effect against a target with high Defense Power. Brain
Power, in contrast, is both the attack and defense stat for psychic attacks.
Therefore, a dichotomy is created between magic and psychic attacks, where one gets its own
separate pool of mana but still works against regular Defense, while the other draws from regular
VP but has a different kind of defense system, letting it potentially get around an opponent with
high Defense Power. But at the same time, if you don't really care about all that, you can just
stick to normal attacks that use regular Attack Power and Defense Power. Simplicity and
flexibility.
As noted, the field stats are completely separate from the battle stats listed
above. The six main field stats in Arpeggio are: Strength,
Hand-Eye, Platform, Knowledge,
Clever, and Charisma, with an additional stat for
Weight, and finally the possibility of a Unique field stat,
which is less a numerical stat and more a customized field ability that provides
an option for flexibility in the otherwise very simple field stat system. This basically allows a
player to make up their own special field ability for their character, and since
each character can have a different one, this ensures that each of the player characters will be
a vital part of the party when exploring the field. On the other hand, a player can opt
out of creating this special ability to just put more points into the normal field
stats. (This system was inspired by the field abilities of Mario's different partners in Paper
Mario.)
Additional stats include a character's Level and XP (Experience
Points). In both Paper Mario and Fire Emblem (two series both worked on by Intelligent Systems),
instead of a character needing increasingly outlandish amounts of XP in order to level up, the
number of XP needed for each level increase stays the same, and instead enemies
simply give out less of it to a higher-leveled player character. Arpeggio uses
this approach, with the amount of XP required for a level up at a mere 20
instead of 100, which has to do with the likelihood of a smaller total number of battles taking
place in a tabletop game than a video game (but as always, adjust it if you please).
This page is supposed to describe Arpeggio in broad terms rather than getting into the specific
numbers, which are explained on the other pages in the Arpeggio Info
section, so since we've had our first number sighting, let's finish off here with a sort of
sales-pitchy lightning round:
Characters in Arpeggio can equip Armor as well as equipping weapons,
which helps to level out the numbers, as the many possible damage-boosting factors in Arpeggio
can lead to characters' damage output getting uncomfortably high in Paper Mario terms. Characters
can, of course, carry around regular items in addition to
weapons and armor, and can also combine items through cooking
like in Paper Mario. Like in Fire Emblem, weapons are stored in a separate weapon
inventory, but spare suits of armor, as well as key items, are stored in the
regular item inventroy. In battle, many Status
Conditions can hinder and/or aid characters with various effects, and Arpeggio also has
Weather Conditions similar to those in Pokémon. Remember General Guy's
tank? Arpeggio has an entire system for Vehicles, which essentially get
their own modified character sheets, and can be driven, flown, or whatever to
your heart's content. Like Paper Mario's Badges? Originally absent from Arpeggio,
badges are now an optional add-on, and I've got more of them written
up with wackier effects than you can handle. How 'bout the Spy Cards minigame
from Bug Fables? Boom. Support
levels can now be broken by betrayal? Sure! The Portal Gun?
Got it! A system for
addictions and withdrawal symptoms?
Yep. All the
weapons and
enemies from Cave Story? Why not!
Character fusion like in Steven Universe? Yes, I'm not
kidding.
Simplicity may be Arpeggio's main trick, but flexibility allows it to do just about anything. With
all of this and so much more being said, I'd like to direct your attention to Arpeggio's
42nd Amendment, which appears at the bottom of every page of Ostinato. It exists
to remind Maestri and players alike that whatever Arpeggiated adventures they may embark upon,
they should keep in mind that at the end of the day, Arpeggio is a game meant to
be played in order to have fun. If at any time you are playing or regulating a
game of Arpeggio and something has gone awry such that you are no longer properly enjoying the
experience, you should immediately plead the 42nd, at which point the Maestro
should seek some means of adjusting your particular take on the system in order to rectify this
grievous oversight. Should this prove impossible, you should stop playing. I created Arpeggio
mostly out of an obsessive inability not to do so, but I do hope that it has a net positive
impact on any and all lives that it touches. At the very least, perhaps I can break even.
—Grate Oracle Lewot