Arete

Arete

Experience the Greek epic

Arete is the ultimate Greek mythology roleplaying game. The game system is simple and concise, its only goals are to provide the Greek mythology experience and allow everyone at the table to have fun.

Busy schedule? You can still have a regular game night

Everyone can take control of the game – more fun for all players and less prep work for the game master! Arete features a simple and unique narrative control system that allows players to take control of the storytelling.

Arete includes:

  • A 45 pages e-book, landscaped for easy online reading
  • A printer-friendly version of the e-book
  • Lifetime updates. If we update the book, you get a free updated ebook
  • 90 days money-back guarantee, no questions asked
  • A complete, concise, fun ruleset you can learn in about 60 minutes
  • Customer support (helpdesk, email, or toll-free phone number!)

Arete is for you if you want to:

  • Experience adventure of mythological proportions
  • Learn about Greek mythology
  • Prepare games in less than 30 minutes.
  • Get great customer support and lifetime updates – we offer forums, helpdesk, toll-free number.
Arete

The story behind Arete

“I never set out to study anything so lofty as “Classical Civilizations”. I just knew that Greek and Roman myth fascinates me. I read the stories as a child and that passion for myth just never died. When I got to college I started taking courses about it, just for my own enjoyment. A half dozen classes later my professor informed me that I was more than half way to a minor in the field and persuaded me to finish. This book is the combined effort of that education, passion and a close collaboration with Daniel Carpenter, Ph.D. in the Classics. We worked together to bring you a game that captures both the letter and spirit of Greek myth. Beyond that, it’s fun to play!” — Nick DiPetrillo

Nick is the author and game designer of Arete and our best-selling game Arete

Praise for Arete

“Arete is awesome, I’ve been waiting for a tabletop RPG about Greek Mythology for years!”

Gabriel P.

Praise for Expy Games

“I have purchased other items from Dungeon Mastering and I’ve contacted Yax (@dmyax) before. I’ve found Yax to be a great guy and very easy to deal with. Recently I purchased the Dungeon Mastering Tools and realized after that there was a deal that I had missed. I contacted him and I was reimbursed the money I would have saved.”

Sarah

Overview of Arete from game designer Nick DiPetrillo

This is not a Greek setting slapped on top of an existing system. Arete (pronounced are-E-tay. Arrr like you’re a pirate. E like you are just saying the name of the letter. Tay like the word ray, only with a T.) is built from the ground up to provide the Greek epic experience.

Excerpt from Arete

Introduction

The first question you might be asking yourself is why. Why do we need a new role-playing system based in Greek myth? Tabletop role-playing games came into existence in the 1970s, allowing the freedom to play in all manner of settings both fantastic and historical. Every school child knows about Zeus, Heracles and other prominent figures of Greek myth. Combining these two elements can not be a new idea. In fact, the first edition of the very first tabletop role-playing game (RPG), Dungeons & Dragons, published a “Deities and Demigods” book which introduced the Greek pantheon to the game.
So the question remains. If the first and most popular RPG has already introduced Greek myth, why must it be remade? Because, if you want eggs, you don’t staple feathers to a cow and wait. Dungeons & Dragons setting neutral systems like GURPS all incorporated elements of Greek mythology as potential options for play. However, they are not built to be games of Greek myth and the mechanics don’t support the feel of a Greek tale, such as the works of Homer or the Hesiod. There are four principles that an RPG should model in its rules if it wants to truly feel Greek:

1. Greek heroes are defined by the size of their actions, not the morality.
2. Combat in Greek epics is fast, visceral and bloody.
3. Gods play a constant role in the lives of heroic figures, for better or worse.
4. Greeks have a unique culture, including elements like blood guilt, guest friendship and proper ritual.

It would be dishonest to suggest that no RPG system thus far has been designed from the ground up to be entirely Greek. For instance, the game Mazes and Minotaurs itself as what would happen if the creators of Dungeons & Dragons their inspiration from Greek mythology instead of Tolkien-like fantasy. The game maintains a Greek setting but attempts to recreate the feel of early Dungeons & Dragons rules. However, the game lacks some of the more unique elements of Greek society in its attempt to emulate D&D. Additionally, the D&D-like rule set does not mechanically enforce a Greek feel. The game Agon another fine example. That game incorporates almost everything from the principles I describe above and manages to feel very Greek in the process. However, those rules are used to support a game that is highly competitive and action based. Both of these games are firmly Greek but they are not the game that I want. In addition to the principles above, there is another set of edicts that mandate how this particular game should be played:

1. The story should be driven by the players and goals of their characters.
2. The players and game master establish the premise of the game together. From that point on it is the role of the game master to be reactionary to the players and introduce complication to their goals.
3. Players should compete for glory but not seek to undermine or defeat each other. The characters are all working towards the game goal, they just want to be the most impressive in attaining it.
4. Even failure should be fun, sending the story in an unexpected direction.

Together, these eight principles are the foundation that all of the game’s mechanics are built on. Taken as a whole they explain the fundamental question of why this game should exist and is unlike all others. Those eight ideas are at the core of the system and reveal exactly what Arete .

The Making Of A Greek Hero

You are going to see the word hero thrown around a lot in this game. We’d better define it then, shall we? You likely already have an idea of what it means to be a hero. Our modern conception of what it takes to be a hero is based on two factors, morality and self-sacrifice.

Heroes are moral people to us. A hero does things like defending the helpless, stopping wrong-doers and making the world a better place. Obviously, there is a lot of room for interpretation as to just what morality is. Regardless, I think all agree that heroes should subscribe to some moral code. Doing the right thing is not heroic on its own, it makes you a good person, but not a hero.

To be a proper heroic act, it must cost you something or potentially cost you something. Heroes to us are self-sacrificing creatures. Firefighters are heroic. They rescue helpless people from burning buildings (moral) and put themselves in lethal danger to do so (self-sacrificing).

Both of these factors operate on a sliding scale. Holding the door open for a little old lady is moral, but it does not compare to saving a life. The self-sacrifice scale is often dependent upon how much you have to sacrifice. A billionaire giving $1,000 to a needy family is certainly nice, but it does not represent the same level of sacrifice as a homeless man giving up his one meal for the day to a starving child who needs it more. The higher up a person falls on these scales of morality and sacrifice, the more heroic we consider them.

Now throw all of that out.

It will be a disservice to you in playing this game. The Greek conception of a hero can be expressed by this equation, called the heroic code:

Excellence (Ideally) = Honor = Deeds + Glory + Prizes

Every person is born with a predetermined amount of excellence, from the poorest farmer to the greatest hero. Only the gods know how large a portion of excellence a person has received, and they aren’t telling. In order to demonstrate how excellent they are, heroes attempt to increase their honor to match it. The more honor they have, the more excellence they are assumed to have, because a person’s honor should not be able to exceed the amount of excellence he was given at birth. A hero displays his honor by acquiring three things: deeds, glory and prizes. Gathering deeds involves acts such as killing many men in a battle, defeating powerful monsters, tricking an enemy with a clever plot or delivering a stirring speech that rallies an army to victory. Glory is getting stories told about you, having your name and reputation spread far and wide. Glory often comes as a result of doing great deeds, but it is possible to be an unsung hero. Prizes are the spoils acquired in heroic deeds. Prizes could be large amounts of mundane wealth, like coin, slave women and horses gained through sacking a city or it could be objects of special power and significance, like the Golden Fleece or the hide of the Nemean Lion. Those three aspects compose the signs of a hero’s honor, which demonstrates how much excellence the hero must have.

Nowhere in that code is morality or altruism represented. Deeds are measured by how grand the actions are, not how good. In ancient Greek myth, single handedly killing a thousand soldiers and taking their wealth was very heroic, even if you actually have no right to it. In all three elements of honor, more is better and it doesn’t matter how you do it. For instance, Paris the prince of Troy abducts Helen, the most beautiful woman in Greece. This action begins the ten year long Trojan war, costing thousands of lives and causing the eventually destruction of Troy. All of that was over him taking a woman who was already married to another man. We would consider this a vile act, but to the Greeks it is heroic. Paris increased his honor by getting the impressive prize of the most beautiful woman in the world. The consequences of that action are irrelevant to Paris’ heroism.

Does that mean that all Greek heroes are nothing more than selfish jerks with no sense of moral decency at all? No, it doesn’t. In fact, Paris’ brother Hector is portrayed as a very noble figure in a moral sense. He fights and eventually dies in a fight he knows is hopeless in an attempt to protect the people of his city. Regardless, his good intentions don’t make him any more of a hero than his selfish brother. Hector is a greater hero than Paris, but only because he has more according to the code. There are figures far more vile than Hector, but equally heroic. Because the heroic code is separate from ideas of morality, we have a richer range of heroes in Greek myth. Achilles is a crybaby who turns his back on his allies because Agamemnon takes his spoils. Agamemnon himself is an inept leader without any social sense. Heracles, the greatest of the Greek heroes, is drunkard, a philanderer and a savage unfit for civilization even by Greek standards. Yet, they are all still heroes.

Cast off your modern vision of a hero and you will find this game a liberating exercise. Heroes in the game can be everything from paragons of virtue, deeply flawed and even unlikeable individuals who are trying to do their best in life to downright villains who grab all they can for themselves and to Hades with the consequences! No matter what sort they are, they are still heroes. What kind of hero are you going to be?

Arete


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Reviews
  1. Neraeos says:

    I really want to see some reviews on this product; based on the introduction, the author has a greater grasp on greek heroism than is depicted in most other greek-based products. Let’s see ‘em!

  2. admin says:

    @Neraeos: Expect review to trickle in over the next few days. Check back later this week.

  3. Steve says:

    I would be glad to review “Arete” for the site! Just shoot me a copy for review purposes… :D

  4. Personally I’ve never thought of playing a Greek style campaign before, but after reading this book I’m definitely interested in adding this into the mix. The rules that Nicolas DiPetrillo uses to create a hero in Arete are fascinating. To him, Excellence (Ideally) = Honor = Deeds + Glory + Prizes. This school of thought varies from the typical Hero = kill everyone + take their loot. The dynamic emphasizes glory and deeds instead of the just destroying all those who oppose you.

    The presentation of the crunchy bits and style of play are handled eloquently. The game is rules light, and can be explained in couple of minutes. The rules exist to handle one thing, the rights to narration. State your intent, roll some dice and if the player wins they dictate the action. If they lose, the GM does, simple as that. What comes out of it is a collaborative story that is built by the person who is telling the story at that time. Myths change and evolve through iteration and repetition. This game is like those myths an ever evolving game of telephone. This subtle change in focus allows the players to participate in the ongoing narrative instead of shouldering it all on the GM.

    Character generation is done on a point buy system; you start out with a number of points that determine your abilities, traits, and magical equipment. The number of points is decided upon by which power level the game is being played at. Once the point allowance has been decided upon divide up your points and go earn your honor!

    What took me by surprise is the combat. It’s so fast it’ll make Savage Worlds look like it’s moving at a snail’s pace. Combat is divided in three steps. Determine the order in which your going (done on the first round only), attack, than defend. Repeat until one side is dead. Conflict resolved! The healing system is simple-which I love-after battle you heal, simple as that. When you’re dead, you’re dead. On a rare case a spirit can be brought back but it will require going and battling Hades which is something that most heroes are not likely to win. So make sure to bring a couple of spare heroes! Yet, this doesn’t detract from the game. The fragility of the heroes only provides a way to get players to think outside the box and try to circumvent challenges through cleverness.

    Cleverness will be needed; if the players are to survive they will need their wits about them to reach the next level of power. Which surprise me that something so rules light would also include a form of character advancement; even the author himself at points seemed surprised that anyone would want to play an ongoing campaign instead of a handful of one off sessions. However, advancement is as easy as play, when the character finishes his mission he goes up to the next heroic tier. Which seems simple enough, and advancement is left up to the GM how fast the characters reach those tiers.

    My only complaint about the book is the lack of bookmarks in the PDF, during the process of the review I found a couple of times where I’d have to jump back to the table of contents to find what I was looking for. There were a few spelling errors and formatting mistakes but they were minor at best and will be fixed in future releases.

    Overall Arete is cleverly constructed and fills a niche in my library that I didn’t even know was needed. I look forward to crafting a new mythos with my players in the ever evolving story that is Arete.

  5. Aaron says:

    RPGs are often about playing grand heroes – altruistic people who fight for what is right and just. Arete (pronounced Arr-e-tay) from Expy Games takes that and turns it on its head. Instead, you play as a Greek hero – someone who aren’t measured by their moral code, but by the magnitude of what they’ve done, the glory they have earned, and the wealth they have gathered.

    I was given the opportunity to review Arete, and I decided what better way to judge a game of Greek mythology than by the same way that Heracles was, by trying to complete twelve tasks? It’s not a perfect metaphor, but it’ll do in a pinch, so I present to you: the Twelve Tasks of Arete!

    1. Create less than moral heroes. They make it clear from the get-go that Arete is not for where characters can be judged for the morality of their choices, but by the magnitude of them. However, later on, it introduces a mechanic – blood guilt – that punishes players if they get too immoral. I understand why they would want to make sure that players don’t get too out of line, but it seems odd to have a mechanic that is contrary to one of the game’s primary purpose.

    2. Give each character unique traits that make them stand out. Eh, Arete does competently in this area, but it could do better. There are some really cool traits that you can assign your characters, like “the Cursed Seer” or “Invulnerable”, but many of them are repeats of each other. For example, there are two (at different Power Levels) that let you sustain an extra wound, or two that let you re-roll one roll per session. A bit more variety here would definitely be a nice touch.

    3. Invoke Greek mythology. The bestiary at the back contains information about a variety of mythological creatures and beings. Though stats are written off just as they are in Zombie Murder Mystery, there is more than enough to get your juices flowing and give you ideas on how to run a game in ancient Greece.

    4. Inspire an interest in Greek mythology. If you weren’t interested in Greek mythology before this book, you certainly will be afterwards. The mythology is written in broad strokes, which could be seen as a weakness, but I like to see as a strength, causing people to go and seek out more information about Greek mythology. For those who need help getting started, there’s an appendix at the back with some recommended reading as well.

    5. Be informative without being condescending. I mentioned before that I hate a scholarly approach to an RPG, but Arete takes that and rolls with it, using it as a strength rather than a way to seem intelligent. There is an occasion or two where, when discussing the morality of heroes (and gender in Greek myth), it straddles the line between informative and, for lack of a gentler word, pretentious, but it’s ultimately a minor issue.

    6. Keep the players in mind. Each player has a long-term Mission and a short-term Milestone. The GM is advised to come into the game with little planning done, and create a mission based off of what the players want to do, instead of what the GM thinks would be cool to show them.

    7. Keep the GMs in mind. That being said, this is not a game for the wary GM. Someone who wants to run Arete as the writer intends it to be run need to be fast thinkers and quick improvisers, as well as have an established knowledge of Greek myth. Otherwise, they might not be able to keep up with the players.

    8. Make the players each feel like a hero. In Arete, when you roll the dice, you aren’t rolling to actually leap over the gorge, or talk your way past the guard. You’re rolling to narrate what happens when you try to do so. It’s a great way for players to add their own heroic embellishes to their story.

    9. Keep battles quick and easy. The battle system in Arete is intended to go smoothly and quickly, and I think, unfortunately, it could get dull after a while. There are only four options per turn to choose from (save for artifacts and traits that confer other options), and I think in any extended combat, this would quickly get boring – keeping anyone from reenacting 300.

    10. Don’t leave players entirely at the mercy of the dice. In those situations where the players are just having a bad run of dice, Arete has Divine Favor, which gives the players limited access to the power of the gods. By rationing these, the GM can also help set the mood for the campaign, from a grittier myth, to one filled with great, Herculean feats.

    11. Have a clearly organized, well put together ruleset. The organization of the book seemed a little off to me – first starting out by describing the Greek hero, then moving on to the resolution mechanics, and then back to talking about the characters. Also, the transition between the latter two was a bit abrupt. Finally, when discussing Divine Favor and Blood Guilt, the author first discusses Aristeia, a special state that can be accessed through use of Divine Favor, before moving on to Blood Guilt, and then describing Divine Favor. This felt awkward, and although it shouldn’t reflect on the game itself, it stood out to me when I was reading it. Additionally, there were a few minor typos, but those can be easily fixed in future editions of the PDF.

    12. Stand out in a sea of RPGs. Arete feels a little bit like it was inspired by Mouse Guard – it uses a success-based d6 pool, and the “Milestone/Mission” idea seems similar to the “Goal” mechanic in Mouse Guard. However, the unique context and narration system help in otherwise stand out from the crowd.

    FULL DISCLOSURE: I was given a free PDF of Arete to review.

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