⚑ Root RPG: Moves and Mechanics βš™οΈ

How Actions Become Adventures in the Woodland

🎬 What Are Moves? Actions with Consequences

In traditional RPGs, you might say "I want to pick the lock" and roll a skill check. In Root RPG, you "Attempt a Roguish Feat" and the dice don't just tell you if you succeed - they tell you what interesting thing happens next, regardless of success or failure.

graph TD A[Player Declares Intent] --> B[GM Identifies Which Move Applies] B --> C[Player Rolls 2d6 + Stat] C --> D{Result?} D -->|6-| E[Miss: GM Makes a Move] D -->|7-9| F[Partial Success: Choice/Complication] D -->|10+| G[Full Success: You Get What You Want] E --> H[Story Advances] F --> H G --> H

Real-World Analogy: Think of moves like improv comedy rules. In improv, there's no "failed" scene - every response, whether it goes as planned or not, becomes material for the next beat of the story. Root RPG moves work the same way.

🎯 Basic Moves: Your Core Toolkit

These are the fundamental actions any vagabond can attempt, regardless of playbook. They form the backbone of Root RPG gameplay.

πŸŽͺ Attempt Roguish Feat

When you try something daring, tricky, or dangerous

Roll: 2d6 + Finesse (or +Might for physical feats, +Cunning for mental ones)

6-
You fail, and face a consequence
7-9
You succeed, but choose a complication
10+
You succeed with style
🦝 Example: Bandit the raccoon tries to pickpocket a cat guard's keys while distracting him with conversation.

Roll Result 8 (Partial): "You snag the keys perfectly, but the guard's coin purse jingles as you bump it. Choose one: you can escape cleanly but he'll notice the missing keys in moments, OR you can cover the noise but now he's suspicious of you specifically."

🧠 Figure Someone Out

When you study someone to understand their motivations

Roll: 2d6 + Cunning

6-
They notice your scrutiny
7-9
Ask 1 question, they ask 1 of you
10+
Ask 3 questions from the list

Questions you can ask:

  • What are they really feeling right now?
  • What do they want from me?
  • What do they wish I would do?
  • How could I get them to _____?
  • What are they not telling me?
πŸ¦‰ Example: Judge Hoots studies a nervous rabbit merchant who's asking for protection.

Roll Result 11 (Success): GM reveals: "He's terrified but trying to hide it (feeling), he wants you to escort his caravan but won't say why (want), and he's not telling you that he's smuggling Alliance weapons hidden in grain sacks (secret)."

πŸ’₯ Wreck Something

When you break, destroy, or damage something

Roll: 2d6 + Might (or +Cunning for sabotage, +Finesse for precision)

6-
You make a mess but don't achieve your goal
7-9
Choose: quick & obvious, OR slow & subtle
10+
You wreck it perfectly
🐿️ Example: Gears the squirrel tries to sabotage a Marquisate siege engine.

Roll Result 7 (Partial): "You can jam the loading mechanism so it breaks spectacularly during battle (quick & obvious), OR you can subtly weaken key bolts so it fails gradually and seems like poor maintenance (slow & subtle)."

🎭 Trick Someone

When you lie, bluff, or manipulate someone

Roll: 2d6 + Charm (or +Cunning for elaborate cons)

6-
They see through you and react badly
7-9
They believe you, but want something first
10+
They believe you and do what you want
🦊 Example: Sly Cooper tells Eyrie guards that he's a diplomatic courier with urgent messages.

Roll Result 8 (Partial): "The captain believes your story but says, 'Prove it - what's the current diplomatic password?' You'll need to give him something convincing or this could go badly."

🀝 Persuade Someone

When you try to convince someone through honest argument

Roll: 2d6 + Charm

6-
They dismiss your argument
7-9
They'll do it if you meet their condition
10+
They're convinced and act on it
🐰 Example: Mercy Cottontail tries to convince an Alliance cell to spare captured Marquisate medics.

Roll Result 9 (Partial): "The commander considers your words about medical neutrality. 'Fine, but only if you personally vouch for their conduct. If they betray us, their blood is on your hands.'"

βš”οΈ Weapon Moves: Combat with Consequence

Combat in Root RPG isn't about hit points and damage numbers - it's about narrative positioning, tactical choices, and meaningful consequences. Every weapon attack can change the story.

🎯 Combat Flow Example

βš”οΈ Engage Sword to Sword

When you attack with a melee weapon

Roll: 2d6 + Might (or weapon stat)

6-
Your attack fails and you face danger
7-9
Choose 2: deal damage, avoid harm, impress/frighten
10+
Choose 3 options
Weapon Tags Matter:
β€’ Quick: Can trigger "Quick Strike" move for positioning
β€’ Precise: Can target specific areas or objects
β€’ Forceful: Can "Overwhelm" opponents with raw power
β€’ Dangerous: Always deals extra harm but may break

🏹 Target Someone

When you attack with a ranged weapon

Roll: 2d6 + Finesse

Similar to melee combat but with different tactical options like taking cover, targeting from concealment, or suppressing enemies.

🀼 Grapple an Enemy

When you fight without weapons

Roll: 2d6 + Might

Focus on controlling position, restraining foes, or creating opportunities for allies rather than dealing damage.

πŸ›οΈ Reputation Moves: Politics in Action

Your standing with the various factions isn't just flavor - it's a mechanical resource that opens and closes doors throughout the Woodland.

NOTORIETY ← NEUTRALITY β†’ PRESTIGE

πŸŽ–οΈ Call Upon Reputation

When you leverage your standing with a faction

Roll: 2d6 + Prestige with that faction

6-
Your reputation doesn't help, and may even hurt
7-9
They help, but it costs reputation or resources
10+
They provide significant aid willingly
πŸ¦… Example: Honor Talon (Prestige +2 with Eyrie) asks for safe passage through Eyrie territory.

Roll Result 9 (Partial): "The border captain recognizes your name with respect. 'Sir Talon, you may pass, but I must ask - will you carry this sealed message to the commander at Rookwall? It's a matter of some urgency.'"

πŸ“Š Reputation Mechanics Deep Dive

Prestige +3
Trusted ally, given important jobs
Prestige +1
Known and respected
Neutral 0
Unknown or balanced reputation
Notoriety -1
Mistrusted, watched carefully
Notoriety -3
Shoot on sight, active bounty

Key Insight: Even negative reputation can be useful! High Notoriety with the Marquisate might make you a valuable contact for the Woodland Alliance.

πŸ—ΊοΈ Travel Moves: Journey as Adventure

Moving between clearings isn't just fast travel - it's a mini-game of resource management, risk assessment, and narrative opportunities.

🚢 Travel

When you journey between clearings

First, choose your approach:

  • Safely: Take time, use more food, avoid exhaustion
  • Quickly: Risk exhaustion but save time and supplies
  • Stealthily: Avoid encounters but use extra time

Then roll: 2d6 + relevant stat

6-
You reach your destination but face a serious complication
7-9
Choose: arrive with a minor problem OR take extra time/resources
10+
Smooth journey, arrive refreshed
🐺 Example: The party travels quickly from Millbrook to Rootwatch through contested territory.

Roll Result 6 (Miss): "You make good time, but as you crest the hill overlooking Rootwatch, you see Marquisate soldiers setting up checkpoints on all the roads. They're searching everyone entering town - and you recognize the captain as someone who definitely remembers your faces..."

🧭 Travel Planning Mini-Game

Choose your route from Millbrook to Rootwatch:

πŸ›€οΈ Main Road
Fast but exposed
β€’ 1 day travel
β€’ High encounter chance
β€’ Controlled by Marquisate
🌲 Forest Path
Hidden but dangerous
β€’ 2 days travel
β€’ Wildlife encounters
β€’ Requires survival skills
πŸ”οΈ Mountain Trail
Secret but treacherous
β€’ 3 days travel
β€’ Weather hazards
β€’ Known only to Rangers

πŸŒ™ Session Moves: Between Adventures

What happens when the exciting stuff is over? Session moves handle downtime, advancement, and setting up future storylines.

πŸ“ˆ Mark Experience

At the end of each session

You mark experience when you:

  • Fulfilled your Nature during the session
  • Completed a significant goal or mission
  • Learned something important about the world
  • Suffered a meaningful consequence for your actions

Advancement Options (when you fill your track):

  • Increase a stat (max +3)
  • Learn a new playbook move
  • Gain a new connection with another vagabond
  • Improve your reputation with a faction
  • Acquire significant equipment or resources

🏠 Clearing Activities

When you spend time in a clearing

Choose what you do during downtime:

  • Rest and Recover: Clear exhaustion and heal injuries
  • Gather Information: Learn about local politics and opportunities
  • Work for Coin: Take small jobs to fund your adventures
  • Craft and Repair: Maintain equipment and create new gear
  • Build Relationships: Develop connections with important NPCs

🎲 The Dice Tell Stories

Rolling in Root RPG: > 2d6 + Stat Modifier > 6- = Miss (GM makes a move) > 7-9 = Partial Success (success with complication) > 10+ = Full Success (you achieve your goal) > 12+ = Critical Success (extra benefits)

🌟 What Makes Root's Mechanics Special

⚑ Failure Forward

Every roll advances the story. A "failure" isn't a dead end - it's a plot twist that creates new opportunities and complications.

🎭 Fiction First

The story determines which move triggers, not the other way around. You don't "use" Attempt Roguish Feat - you describe trying to do something tricky, and the GM recognizes that as triggering the move.

βš–οΈ Meaningful Choices

Partial successes always involve choices. These aren't just "you succeed but take damage" - they're "you succeed, but how do you want to complicate your life?"

πŸ”— Interconnected Systems

Reputation affects travel, equipment affects combat, connections affect relationships. Every system reinforces the others to create a cohesive experience.

🎯 Practice Exercise: Move Mastery

Scenario Analysis Workshop

Situation: Your group needs to infiltrate a Marquisate fortress to rescue a captured Woodland Alliance leader. The fortress is heavily guarded, but you've learned there's a servant's entrance that might be less watched.

Your Mission: Identify which moves might be useful and how they could create interesting story complications:

  1. Approach Phase: What moves help you get close?
  2. Infiltration Phase: What moves get you inside?
  3. Rescue Phase: What moves help locate and free the prisoner?
  4. Escape Phase: What moves get you out alive?
  5. Complications: How could partial successes make each phase more interesting?
🎭 Example Analysis:
Approach: Travel (stealthily), Figure Someone Out (guards' routines)
Infiltration: Attempt Roguish Feat (lockpicking), Trick Someone (fake servant credentials)
Rescue: Persuade Someone (convince prisoner to trust you), Wreck Something (break chains)
Escape: Quick Strike (disable pursuers), Travel (quickly through hostile territory)
Partial Success Complications: "You pick the lock, but it makes more noise than expected - choose: get inside before anyone investigates, OR take time to close it properly but risk being discovered in the halls."

πŸ—ΊοΈ Next Adventure: The Political Landscape

Now that you understand how actions work in Root RPG, our next tutorial will explore Factions and Politics - the complex web of allegiances, conflicts, and opportunities that make the Woodland such a dynamic and dangerous place to be a vagabond.

You'll learn about the four major factions, how reputation shapes your options, and how to navigate the treacherous waters of Woodland politics while staying true to your vagabond nature!