Publisher: Magpie Games
RPG System: Powered by the Apocalypse
A war is brewing in the woodland, and players have an opportunity to influence its future forever. Root: The Tabletop RPG invites a group of vagabonds to a game where every decision resonates through the trees.
Storytelling & Worldbuilding
Root: The Tabletop RPG emphasizes storytelling by immersing players in the cute yet politically complex world of the Woodland. This setting, already rich with lore from the original board game, flourishes in the RPG adaptation, where the adorable exterior of anthropomorphic animals clashes with ideological battles and civil war. In an ideal game, players will find that their actions have real consequences, capable of shifting the balance of power among factions such as the invasive Marquise De Cat or the old rulers, the Eyrie Dynasties.
The game’s narrative is built on personal growth, moral ambiguity, and complex character motivations. The tales spun in the RPG are diverse, ranging from daring escapades to thoughtful, character-driven drama. A creative GM will be able to keep the scenarios consistently gray for the players. These players aren’t necessarily heroes, but they can be for one or two factions. Player agency in Root is significant, allowing players to shape the war, and the GM will allow for the world and the fate of the woodland to be molded by the players.
To get GMs and players started, the core book provides ample resources. “The Woodland Explored,” the first chapter after the introduction, gives plenty of information about the history of the woodland and the main factions that occupy it. It only covers the Eyrie Dynasties, The Marquisate, The Woodland Alliance, the vagabonds, and the locals themselves, but that’s enough to deliver many compelling sessions. The book gives tips on how to frame scenes, the expectations of the vagabonds, and the shared storytelling. Everything the players need to tell a great story is here.
Rules & Mechanics
Root: The Tabletop RPG, in its adoption of the Powered by the Apocalypse (PbtA) system, offers a ruleset that emphasizes storytelling and character-driven action. This streamlined approach to mechanics is designed to be inviting to newcomers to the tabletop RPG scene, as it does away with the intimidatingly detailed character sheets and a multitude of charts that can often serve as barriers to entry. Instead, players select from an array of distinct playbooks—each featuring an archetype with its own unique abilities and narrative hooks.
The core mechanics revolve around simple dice rolls modified by character stats to resolve actions. The outcomes of these dice rolls don’t just indicate success or failure, but can also introduce new narrative developments. It’s a system similar to Star Wars: Edge of the Empire or FASERIP, where the GM can add modifiers to the success or failure of actions. Rarely is anything absolute, and this kind of system can create a dynamic story that feels collaborative.
The light rules favor GMs and groups who prefer the storytelling approach and might not be for everyone. Anyone who favors systems like Dungeons and Dragons and wants more “game-based” combat and skill checks might not find the experience to be as buttery smooth as others.
Artwork & Presentation
Root is my all-time favorite board game, and it isn’t solely because of the tight gameplay. The game’s overall presentation, from the components to the incredibly cute art by Kyle Ferrin, is full of personality. The Root RPG‘s Core Book features more art by Ferrin, instantly making it one of the prettiest RPG books out there. It’s a fun juxtaposition between cute art and politically tumultuous themes. It’s nearly deceptive because unless the group goes for a whimsical theme, the Root RPG is a brutal game of war and conflict, with the players being a small group of folks who can influence and change the tides of the war.
In terms of presentation, the core book is excellently made. The binding is terrific, and the book is just bright and pretty. The layout and design are somewhat text-heavy; some sections consist of several uninterrupted pages of text, lacking graphics or charts. It can be overwhelming for new players, and a little more Kyle Ferrin art wouldn’t have been a bad thing. Still, all of the information that players need is easy to find, so this is a well-made product that is a great tool for getting into the world of Root.
The GM Experience
The GM experience in Root is shaped by how willing the GM is to emphasize creativity and flexibility over stringent rule enforcement. The Powered by the Apocalypse system applied in Root is less about crunching numbers and more about crafting compelling narratives. This framework allows GMs to focus on maintaining the consistency and development of the story and characters, providing a directorial role in a collaborative storytelling session.
GMs are encouraged to think on their feet, with a system that relies less on predefined outcomes and more on the narrative consequences of player actions. This approach can be freeing, and the book provides just enough rules to make this as intuitive as possible. GMs who prefer a more structured approach may find this level of flexibility challenging or frustrating. This is also a harder game for GMs than it is for players. Character creation is pretty intuitive for players, but there are a lot of abilities and mechanics for the GM to be familiar with, and failure to be comfortable with the rules will result in downtime as both the players and the GM flip through the core book. Root is a lot more work than other light RPGs, but is not as complex as the crunchier systems. Just be prepared to do your homework if you are the GM of a game of Root.
The Player Experience
Players who are used to more restricting RPGs will find Root to be a refreshing experience. Players who prefer storytelling over combat will find that Root balances narrative, mechanics, and character growth. There are a few mechanics during character creation that give the players a chance to bond with other characters before the first session, giving them more freedom during character creation and the shaping of arcs. The classes available also do something similar, with general paths given to every class that feels like a natural progression for the characters without being restrictive.
The mechanisms for each individual are easy to understand, even for complete beginners. Most of the burden of knowing tons of mechanics falls on the GM. The rules are generally clear, minimizing interpretation issues. On the rare occasions where clarity is needed, the Core Book encourages the GM to adapt the rules using the table’s collective judgment. Again, Root emphasizes storytelling from all parties, so putting together a story as a group is more important than any specific rule or mechanism.
Root: The Tabletop RPG successfully blends charming aesthetics with deep, narrative-driven gameplay, offering a unique and engaging experience that will delight players and GMs looking for a game where story reigns supreme and every choice can turn the tides of war in the Woodland.
Root: The Tabletop RPG
Root: The Tabletop RPG successfully adapts the board game, delivering an engaging experience that provides a rich, narrative-driven adventure for vagabonds.
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Storytelling & Worldbuilding
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Rules & Mechanics
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Artwork & Presentation
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The GM Experience
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The Player Experience
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