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Root: The Roleplaying Game hero art
Magpie Games

Root: The Roleplaying Game

"The Woodland is at war — and you answer to no one."

Dice2d6 + stat (PbtA)
Players3–5
Prep~15 min
Foundry VTTOfficial
Complexity
What is this system

Root: The Roleplaying Game adapts Leder Games' woodland board game into a Powered by the Apocalypse RPG. While great factions — the Marquisate, the Eyrie Dynasties, the Woodland Alliance — wage war over the forest, you play the Vagabonds caught between them: scoundrels, thieves, rangers, and tinkers with their own agendas. Roll 2d6 plus a stat, manage your Reputation with each faction, and let roguish feats, travel, and weapon moves carry you clearing to clearing.

Setting

The Woodland is a world of mice, foxes, rabbits, and birds locked in a war of empire, rebellion, and survival. The cat Marquisate rules through steel and taxes, the Eyrie Dynasties cling to ancient right, and the Woodland Alliance rallies the downtrodden. Between them roam the Vagabonds — rootless outsiders whose small deeds can tip a very large war.

What it looks like at the table
You're a fox Thief slipping through a Marquisate-held clearing at dusk. You trigger a roguish feat — Sneak — rolling 2d6 + Finesse. An 8: success with a cost, you're in, but a patrol of cats stirs. Blade drawn, you use a Weapon Move in melee; you mark Harm on their box, your Reputation with the Marquisate drops a notch — and the Woodland Alliance, hearing of it, warms to you.
Playstyle
Narrative Action Exploration Fantasy
Key mechanics

Moves on 2d6 (PbtA)

Every risky action is a move: roll 2d6 plus a stat. 10+ succeeds cleanly, 7–9 succeeds with a cost, 6 or under hands the GM trouble. Light rules, fiction-first drama.

Reputation & factions

You carry a Reputation track with each great faction — Marquisate, Eyrie, Woodland Alliance. Helping or harming them shifts your standing, unlocking aid, prices, and consequences as the Woodland's war grinds on.

Weapon Moves & Harm

Combat runs on Weapon Moves — your playbook's blade, bow, or improvised tricks. You mark Harm and Exhaustion on your sheet, choosing tactics like parry, storm, or strike instead of trading raw hit points.

Roguish feats & travel

Roguish feats cover picking locks, sneaking, and blindsiding; travel moves carry you between clearings across the map. The denizens, prices, and dangers of each clearing keep exploration front and center.

What people say
Root is a solid game at the baseline— Aaron Marks, Cannibal Halfling Gaming
Root: The Roleplaying Game Core Rulebook is worth adding to your gaming library.— Egg Embry, EN World
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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