The Root RPG Guide

Root: The Roleplaying Game takes you into the Woodland of the Root board game, where cats, birds and an uprising of smaller creatures fight over the forest. You play vagabonds: outcasts and rogues who live between the factions, taking jobs, making enemies and deciding which side, if any, deserves their help. This guide takes you from the dice and moves through the playbooks, gear and factions to running a campaign, or playing alone.

The core roll10+ Β· 7–9 Β· 6βˆ’

Root at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Moves

When what you do triggers a move, roll 2d6 plus a stat: 10+ goes your way, 7–9 comes with a cost, 6 or less and the GM makes a move.

Vagabonds

Each player picks a playbook: a kind of outcast with its own moves, drives and nature.

Factions

The Marquise, the Eyrie and the Woodland Alliance all want the forest. Your reputation with each one opens doors or closes them.

Wear and Harm

Injury, exhaustion and depletion wear you down, and your gear wears out too.

The Guide

The rules first, then your vagabond and the Woodland, then the GM pages and playing solo.

Getting Started

The Rules

The Woodland

For the GM

Playing Solo

Tools

Use these at the table.