At‑a‑glance: Survival drama • 2d6 risk rolls • Real‑time Doomsday Clock • 2–5 + GM (solo possible) • Low prep • Rules‑lite • 2–3h sessions
ARC frames stories where the world will end unless your table acts with purpose. Dooms range from cosmic disasters to intimate, hometown heartbreaks. Tone is flexible—grim, hopeful, mythic—but always under pressure: time is scarce, resources are thin, and choices matter.
Resolution uses concise 2d6 risk rolls tied to Skills and Approaches; players describe how they act to shape odds and consequences. The signature Doomsday Clock ticks in real time, converting table minutes into mounting threat. Initiative is intent‑based and collaborative, keeping everyone engaged between rolls. Magic and techniques are flavorful with costs that bite. There are no deep feat trees—capability emerges from fiction, gear, and how you spend precious minutes.
ARC makes time the core resource. The ticking clock shifts scenes from dithering to decisive: scouting, planning, and trade‑offs become dramatic because doom advances whether you act or not. Guidance and tools (dooms, omens, clocks, sheets) make it easy to facilitate even if you’re new to GMing.
Great for groups who enjoy survival stakes, quick onboarding, and story‑first play. Expect tense decisions, teamwork, and meaningful consequences in a tight 2–3 hour slot. If your table wants crunchy builds or tactical grids, ARC stays intentionally lean; if you want momentum and pressure that sings, this delivers.
Critics praise ARC for razor-tight, rules-lite play with a real-time Doomsday Clock that keeps tension high. Tables highlight fast onboarding, clear GM scaffolding, and memorable stakes; common notes mention that its timer and light crunch are tuned for one-shots and short arcs rather than months-long sims.
Compare ARC: Doom Tabletop RPG with other great ttrpg games.
Both push fragile survival under a ticking limit; Ten Candles is tragic and ritual‑driven, while ARC leans action‑forward with a real‑time clock and broader genre range.
Each builds tension from risk and restraint: Dread’s tower externalizes fear, ARC’s Doomsday Clock externalizes time pressure; ARC supports longer arcs and more varied dooms.
Both center perilous journeys and hard choices; Ironsworn emphasizes vows, progress tracks, and oracles for solo/coop, while ARC spotlights real‑time urgency and group coordination.
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