π What is Root RPG? A Forest Full of Stories
Imagine if Robin Hood met Game of Thrones, but everyone was a woodland creature with a sword, a lockpick and a grudge. Root: The Roleplaying Game is a tabletop role-playing game for 3β6 players (one of you is the GM) where you play vagabonds - outcasts, rebels, and mercenaries - navigating a war-torn woodland full of political intrigue, daring adventures, and anthropomorphic animals. Sessions usually run two to four hours.
π Where the Game Comes From
Root RPG is based on Root, the asymmetric board game of woodland war designed by Cole Wehrle and published by Leder Games. The roleplaying game is a separate design, published by Magpie Games under licence from Leder Games.
- Credits: designed by Brendan Conway and Mark Diaz Truman, with additional writing by Sarah Doom. Kyle Ferrin, the board game's artist, illustrates the RPG too.
- The licence: announced in October 2018.
- Kickstarter: ran in SeptemberβOctober 2019 and raised far more than its goal.
- The core rulebook: dated 2020; most players got their hands on it in print around 2021. It is about 250 pages, with a long GM section and a full sample clearing, Gelilah's Grove.
- Free quickstarts: the Pellenicky Glade quickstart (Free RPG Day 2020) and the Talon Hill quickstart (Free RPG Day 2022), each with ready-made vagabonds.
- Expansions: Travelers & Outsiders (around 2022) adds new playbooks, new factions and faction-turn rules; Ruins & Expeditions (Kickstarter 2024) adds more playbooks, factions, and delving into the Woodland's ruins.
- Awards: at the 2022 ENNIE Awards the core game won Silver for Best Game and Travelers & Outsiders won Silver for Best Supplement; the Talon Hill quickstart won Gold for Best Free Game/Product in 2023.
- Accessories: a Deluxe Edition, the Equipment Deck and Denizens Deck, Clearing Booklets, a GM Accessory Pack, and official modules for Foundry VTT.
This guide follows the core rulebook. Where it mentions material from the two expansions, it says so.
π The Heart of the Game: Powered by the Apocalypse
Root RPG uses the Powered by the Apocalypse system - think of it as a storytelling engine that runs on 2d6 + a stat. Your five stats are Charm, Cunning, Finesse, Luck and Might. Unlike traditional RPGs where you roll to see "did I succeed?", PbtA games ask "what interesting thing happens next?"
2d6 + stat:
- 10+ = Strong hit (you get what you wanted)
- 7β9 = Weak hit (you succeed, but with a cost or complication)
- 6 or less = Miss (things go wrong, and the GM makes a move)
Why This Matters: The "Failure Forward" Philosophy
In Root RPG, there's no such thing as a "wasted roll." Even when you miss, something narratively interesting happens. It's like being the director of an action movie where every scene, successful or not, moves the plot forward.
π° The Woodland: A Living, Breathing World
The Woodland isn't just a setting - it's a character in your story. Think of it like a medieval fantasy version of Watership Down or Redwall, but with the political complexity of real-world conflicts.
Three Factions and the Locals
The core rulebook's three factions are the Marquisate, the Eyrie Dynasties and the Woodland Alliance. The Denizens are not one of the warring factions - they are the ordinary creatures who live in the clearings and get caught between the armies - but vagabonds still earn prestige and notoriety with them like any faction.
Real-World Analogy: Imagine if during the American Revolution, you were independent contractors who could work for the British, the Colonists, or the French - while the farmers and townsfolk caught in between remembered every favour and every betrayal. Your reputation with each group affects what jobs you can get and where you can safely travel.
π What Makes You Special: The Vagabond Life
You're not a soldier in an army or a citizen of a town. You're a vagabond - someone who lives between the cracks of society. Think:
- Han Solo - smuggler with questionable morals but a heart of gold
- The A-Team - mercenaries who take jobs others won't
- Firefly's crew - outlaws just trying to survive in a hostile 'verse
- Medieval merchants - traveling between hostile territories to make a living
π¦ Example Vagabond: "Scraps" the Raccoon Thief
Background: Former kitchen servant in a Marquisate stronghold who discovered the cook was poisoning Woodland Alliance sympathizers. Fled with evidence but became a wanted criminal.
Current Situation: Lives job-to-job, using thieving skills to survive while trying to find someone trustworthy enough to give the evidence to.
Equipment: Lockpicks, a poison-detection kit (stolen from her old job), and a letter proving the conspiracy.
βοΈ How Adventures Work: Life on the Margins
Vagabonds are always a bit desperate - always looking for the next job, always making tough choices about who to trust and who to betray.
Typical Adventure Structure
- Arrive in a Clearing: Assess the political situation
- Find Work: Factions and locals offer conflicting jobs
- Choose Sides: Your reputation affects what's available
- Do the Job: Use roguish feats, weapons, and social moves
- Deal with Consequences: Your actions shift the balance of power
- Move On: Travel to the next clearing with a new reputation
π² Core Mechanics: More Than Just Dice
Equipment Matters
Unlike many RPGs where your sword is just a +1 bonus, in Root your gear tells stories. Weapons have tags that unlock weapon skills, gear wears down and breaks, and how much you carry is a real decision.
Reputation is Currency
You track your reputation with each faction separately, from β3 to +3. Your standing isn't just flavor text - it shapes:
- What jobs are available to you
- How NPCs react when they see you
- Whether you can safely travel through certain areas
- Who will do you a favour, and who you can get a meeting with
Travel is Meaningful
Moving between clearings isn't just "fast travel." You choose:
- Path or forest: the path is safer, while the forest can give you resources at greater risk
- Pace: hurry and risk exhaustion, or go slowly and give danger more time to find you
- Supplies: what you carry, and what you've used up along the way
π Why Root RPG is Special
Tactical Narrative
Root combines the story-focused nature of Powered by the Apocalypse with meaningful tactical decisions. Every choice about equipment, routes, and alliances has both narrative and mechanical weight.
Living World
The war goes on whether you take part or not. The GM keeps track of what each faction wants and moves them forward, so the Woodland responds to your actions without revolving around them.
Moral Complexity
There are no clear "good guys" and "bad guys." The Marquisate brings order but through conquest. The Eyrie represents tradition but also aristocratic oppression. The Alliance fights for freedom but is willing to use violent, ruthless tactics. Your job is to navigate this complexity, not solve it.
π― Try It at the Table: Your First Vagabond Concept
Before the rules, try the most important skill: thinking like a vagabond.
Character Concept Worksheet
- Pick an animal: What woodland creature are you? (Fox, mouse, rabbit, badger, owl, otter...)
- Choose your "before": What faction/job/life did you leave behind?
- Define your "why": What forced you to become a vagabond?
- Identify your "need": What do you desperately want/need now?
- Pick your "edge": What skill/knowledge/item gives you an advantage?
Animal: Fox
Before: Diplomatic courier for the Eyrie Dynasties
Why Vagabond: Discovered my own faction was planning to assassinate peace negotiators
Need: Find proof to expose the conspiracy
Edge: Still have official Eyrie travel papers (for now)
πΊοΈ What's Next
This page has given you the forest-level view of Root RPG. Next, Moves & Mechanics looks at how rolls, moves and harm actually work at the table. After that, Playbooks covers the nine core archetypes - from the Adventurer to the Vagrant - that define what kind of wanderer you'll become.