ROOT FIRST-READ REVIEW

a thread about a game about vagabond animals based loosely on a board game of the same name
PERSPECTIVES
+ I'm a professional designer (in that I design and make money from it. I have opinions, and that's all they are)
+ I'm disabled (Autism, ADHD, Dyslexia). That factors into how I consume media
+ I know I have (sometimes toxicly) high standards for myself
ALT TEXT
I do not have the bandwidth to alt text every photo I take of the book. I'll do my best in context. Sorry :(

WHY DO THIS
Because I wanna be popular like the cool girls on twitter, and maybe this will encourage someone to buy *my* books so my landlord's mortgage is paid
BACKGROUND DETAILS
ROOT was originally a massively successful Kickstarted board game. It raised STUPID money, and I would lie if I said I wasn't Jealous. It made $600,000+

The game is exceedingly complex, with up to four different playbooks operating at one time.
Anecdotal experiences I've heard about it sum up to "I have no idea what I or the other players are trying to achieve, we sunk three hours into it and didn't understand why the Rebellion won. We all like playing the Vagabond though".
Though I played with the digital app, I shared those same experiences. The original ROOT is not a game for me as a player, and it's not a 'git gud' situation, as I've played other complex board games, TTRPGs and CRPGs and been able to onboard to their brand of strategising.
ROOT: THE ROLEPLAYING GAME
This is where the review 'proper' starts. I'll be numbering these tweets cause they'll be lots of 'em.

My copy of Root arrived a couple days ago, and I also forgot I ordered a deck of equipment cards as well. I'll start with the book, then the deck! 1/ Photos of ROOT RPG, and ROOT equipment card deck.
Firs thought. We all know and recognise ROOT for its art style. That's down to design Kyle Ferring;(@/d20plusmodifier). This game wouldn't have been a hit without Kyle; his name should be on the front cover, even before concept creator Patrick Leder. 2/
I'm serious. A parallel irk; often in Children's Book Illustration (different career path from a lifetime ago), illustrators aren't credited on the front cover. Yet, they are the ones turning a 500-word script into a transformative experience. The. Artist. Matters. 3/
Any, the book. My nemesis has returned, my true hatred: gloss pages. They suck, they reflect light, they photograph poorly, they get fucked up by any kind of water, they feel gross.

We shouldn't still be using gloss in functional, oft-referenced books in 2022.
4/
Talking about pages, I said it in my teaser tweet a couple days ago but this layout is a choice. the ROOT RPG raised a similar 6-figure fee to the original board game. It credits 11 people working on the team.
Including production and warehouse, that's still a lot of profit. 5/ Photo of the ROOT book; each page is edge to edge text. Hand
This layout feels slapdash. It's giving "I put our Google Doc into InDesign; I'm done now?"

There's no breathing room on the page. My eye is dragging around and finding it difficult to follow each paragraph. I'm in ideal conditions; this would be harder if it was game night. 6/
Still in the Introduction. We stan an X-Card explanation. Would prefer some diagrams for our visual learners out there; imagine how cute some Kyle Ferrin animals would look, just line art with examples of them playing different aspects of the game.
7/ Photo of book, section titled Playing Safely.
This feels like it's going to be a reoccurring theme, but the same information seems to be overexplained and then re-explained a couple pages later. All of the ideas are good, but they don't feel coherently organised.

Flipped ahead; its the same for establishing the setting. 8/
THE SETTING:
It's taken few thousand words / dozen pages to say:
+ Game is set in the Woodland
+ Woodland is as big as a Macguffin
+ Woodland is Dangerous (it grows too fast to easily wander/settle, but not in a magic/sentient way)
+ Factions want to control the Woodland
9/
THE FACTIONS:
+ Eyrie Dynasty - Racist Birds
+ Marquise de Cat - French Capitalist Cat Monarchy
+ Woodland Alliance - Angry Local Zine-Makers
+ Denizens - Normies/Townies (not a faction)

ALSO, some other name drops, but those are in a Day 1 DLC drop unlocked in the KS.

10/
WOODLAND HISTORY:
1) Denizens semi-settled the woods.
2) Eyrie Dynasty said "we birds can fly, therefore we literally rule". Everyone said "okay sure".
3) Eyrie Dynasty Cinematic Universe had a Civil War moment for a couple DECADES (btw, logistically, that's insane)

11/
4) Woodland is reasonably fucked after at least 20 years of violence and death.
5) Mini Denizen Kingdoms (not factions tho) arose
6) Marquise de Cat said "let's colonise", and invaded from 'somewhere over there'
7) MdC conscripted local cats (All Cats Are Bastards).

12/
8) ED tries to put itself back together, reclaim land from the MdC
9) Woodland Alliance (a faction) splits off from the Denizens (not a faction) to make zines. They don't like the ED or MdC.
10) WA can't form a consensus to do another 20 years of war or live in bondage. (GIF)
13/
After about 10 pages of pure text, now we have the faction summaries with artwork lifted from the boardgame.

For a section intending to onboard players of the boardgame, this is not a layout choice I would have made.

14/ Photo of Root book: faction summaries on the left page. Page
semi-quote I <3 from an RPG journo: Twitter grinds up nuance for the sake of engagement.

This history summary is how I would describe these events to a new player I wanted to join my game. The ideas behind these factions are good, but their 10 pages of nuance is a barrier.
/15
VAGABONDS
You, the players. So far we know:
+ Skilled, Innovators
+ Introverts, rarely work together, except when they do
+ Freelance for all the Factions (and Not Factions), morally grey
+ Witcher Fursona

/16 Photo ROOT RPG, page header and some vagabonds
Great, we're 30 pages in and getting to gameplay!

Wait... no, it's another "what is a TTRPG" moment.

/17 Full-page illustration of a squirrel sharpening a sword, witPhoto of the following spread; pure text on both pages.
Oh nice! A new game term I didn't know; HARD SCENE FRAMING.

Basically, giving GMs the license to start scenes mid conflict, instead of the very beginning of an action.

E.g. Player wants to free some prisoners, GM starts a hard-frameded scene arguing with the prison warden

/18
SYSTEM IS MOVE BASED
+Players have general and playbook specific moves.
+Moves have Triggers and Results; "When you do [x], [y] happens"
+ Any 'uncertainty' is resolved through Moves, and outcomes are determined with 2d6+Relevant Stat

/19
SYSTEM IS OVEREXPLAINED
For example, Moves can have Hits and Misses, and they are organised in categories, except that some Hits aren't Hits they're actually Weak Hits or Strong Hits.

/20 Photo of text dense page; header says "Hits and Misses&
The system (so far) isn't bad, it's just really poorly laid out and uses 10 words to describe what happens when it should use 3. It's definitely hard to reference.

I can't tell who ROOT is writing for; it isn't new players, and it isn't its existing boardgame player base.

/21
THE FICTION
Surreal, cause this term seemed really popular in early 2021 and I never see it anymore.

Anyway, ROOT asserts that the setting is how it is, unless you decide it isn't how it is, but also you shouldn't question why it is how it is.

/22
Example A: "All animals are anthropomorphic Kyle Ferrin cartoons, up to about Wolf-size animals. Bigguns like bears and deer and MONSTERS. This is a fable, so don't overthink why this is, move on."

(Summarised from Page 15)

/23 Photo of special block text - Lions and Tigers and Bears, Oh
Example B: "Got questions? Check the Fiction.
- Birds have wings, so logically they can fly.
- Foxes don't have wings, no flying.
- Birds in plate mail, too heavy to fly.
- Fox with expertly-made wing mobility aid? Seems dodgy. Make a roll for it."

(Page 33 & 34)

/24 Photo of text, with the first in line illustration we've see
I guess my problem with the 'Check the Fiction' concept is that this game is presenting itself as solidly System AND Setting; the two are inseparable. So to be so wishy-washy with a core aspect of itself seems... idk, not lazy, but definitely not on the ball either.

/25
Also, the example has a fallacy. If Birds are the same size as and weigh as much as Foxes, why is the fox flying with wings 'dodgy'? They claim its in the construction of the wings itself, but in the same sentence assert that all Tinkerers (Vagabond class) are experts.

/26
Idk, it just feels off to me. Pages 37-40 go out of their way to specifically detail what the story should look like, going so far as to say "if a character strays from this vision, they aren't playable anymore."

Anyway, I've yet to get to any kind of character creation yet.
/27 Photo of Root RPG. Dense text again, the heading reads "
Oh, also before I move on, there's some boot-licking energy in the setting spread. "Everyone, including all factions, are morally grey. Some people do bad things with good intentions".

Yeah, recruiting local beasts into a racist/capitalist blood war is 'well intentioned'.

/27.5
WHY PLAY?
I keep asking this myself, as I read deeper. This spread really encapsulates what I mean by 'boring, slapdash design'. A list of paragraphs that are meant to excite us, with half a page of empty space, next to a chapter header.

Where is the designer? On holiday?

/28 A photo of a very boring left page, titled "Why Play?&q
WHAT'S A GM?

We're at the stage where the book is baby-steps explaining that to play the game, you need to make a character. But also, at no point has it been outright stated what a GM or a Player is, and who fills those roles.

Again, who is this book written for??

/29
CHARACTERS - P42
A) Choose Playbook
B) Read Playbooks First, they affect everything
D) Choose Name, Species, Details and Demeanor
E) Background
F) Stats
G) Nature & Drives
H) Connections
I) Faction Reputation
J) Moves
K) Feats & Skills
L) Equipment & Load

Playbooks - P132
/30
This may make sense once I read through everything else, but the first step of character creation is to choose a Playbook because it affects every other step of character creation, and then playbooks are at the very end of every other step of character creation.

/31
For comparison to a trad TTRPG, that's like D&D saying:
A) Class (but read them first)
B) Race
C) Background
D) Feats and Abilities
E) Spells
F) Magic Items
G) Edge Case Examples
H) 20th Level Boons

and then placing Classes after all that.

/32
(I originally said there were no page references. There is actually one, but I missed it in the dizzying haze of information).

/33
SPECIES
They have abilities that 'make sense in the fiction' (snarking at 'Foxes can scent other animals, ROOT: PISS expansion confirmed), but they have no mechanical impact on the story - e.g. using them to any advantage always requires a check.
Okay, what was /24 all about?
/34
OH FUCK THERES ANIMAL RACISM

All cats are assumed to be part of the Marquisette (despite cats being established locals before the Maquisse de Cat arriving)

All rabbit, fox, or mouse, you're always seen as a downtrodden, 'regular denizen' of the woods.

/35
"Everyone in the Woodland carries their own expectations and prejudices, and unfortunately, your species affects how others see you, even if you try your best to distance yourself from those factions"
- Page 44

/36
"You shouldn't worry about why a bear is a dangerous monster in the forest."
- Page 15

"What does a Fox eat? IDK, whatever everyone else eats, hard-tack and berries. Look, we're implying that no one is eating each other"
- (Can't find the page, but boy it was in there)

/37
UPDATE TO /29
Okay, so I'll admit fault. The concept of a GM was on Page 5, in one of the three or four different 'what is an RPG' sections. The Fundamentals (Page 25 and on) include GMs in their examples. There's little guidance I've digested on how to be one.
My point with these quotes: why is this book flipping between
"the setting is all vibes, you make it up together"
and
"if you don't obey the setting YOU'RE DOING IT WRONG >:("

/38
And why is the setting using the thin cover of 'this is a fable' to perpetuate really poorly thought out social concepts?

If this game is about murder-hobos trawling the woods, why is there suddenly all this: "cannon: everyone racist & its unchanging & inescapable'

/39
Full transparency. I've thought about the allegories of race and identity through animals *a lot*. I made a whole animal-stories setting, literally called Beast Fables.

This shit is tough. So for this otherwise light-hearted game to be so heavy-handed, its givin' whiplash.

/40
Don't worry guys, everything's fine. Pronouns are a mandatory part of character creation (but they can only be the three genders, he, she or they)

/41
BACGROUND
Answer some tickbox question prompts (cool idea), and then make mechanical adjustments to the reputation of your character (what is this mechanic, it's not been mentioned yet??)

(also, no character sheet in the base book, I had to find one via their BACKERKIT)

/42
FIVE BASE STATS
+ Charm, it's how charismatic you are
+ Cunning, it's how intelligent you are
+ Finesse, it's how dextrous you are
+ Luck, it's how survivable you are- an abstracted measure of your constitution?
+ Might, it's how strong you are

/43a
Huh, I really like these stats but something's missing. I wish they had, idk, like a stat called Intuition and it measured how wise you were. I feel it would round this out a lot more. /S A R C A S M

/43b
That was unfair of me. I guess the goodwill generated by my love of Kyle Ferrin's art is being eroded by some of the Choices this game keeps making.

/43c
NATURE
A soft tag/term you 'use' to clear your 'exhaustion track'. More on that later.

DRIVES
Deep desires. Complete a Drive to 'grow a little bit'; is this a leveling up metaphor, or a Grinch and his 3x big heart moment?

/44
CONNECTIONS
Having spent the last 50 pages saying that Vagabonds Work Alone, but also Your Vagabonds Must Work Together Or You're Not Allowed To Play Our Game, we're now seeing mechanical reinforcement.

Choose some Players. Set a relationship status on Facebook. Get a bonus.
/45
FACTION REPUTATION
Track changes with a line of tick boxes; reaching any new modifier (e.g. +1 or -1) moves you to that modifier and erases all ticks on the track.
You have to tick all boxes to move to a new modifier: e.g. 5 for +1, 10 for +2, etc.

/46a Photo of pages 52 & 53. Lots of tick boxes, no illustrations
Prestige (+) & Notoriety (-) can fill up at the same time, and cancel each other out.
E.g. Reaching Notereity -1 when you're at Prestige +2 brings you down to Prestige +1 and clears the whole track.

It seems needlessly complicated & explained with too many words.

/46b
Also, Notoriety (3 ticks) is easier to stack up than Prestige (5 ticks).

I wonder how intentional this design was, and what the designers wanted to say about building relationships with factions means in the story.

PSYCHE! My Fiction says Factions don't exist.

/46c
MOVES
Every playbook (they need a better word for that) has its own moves, but everyone can access all Roguish Feats (which aren't moves but are formatted just like moves) and Weapon Skills (Which are moves Weapons have, but also all (?) Weapons share a set of Moves)

/47
HARM TRACKS
The ways you quantify bad things happening to you.

+ DEPLETION is for 'stuff' (money, equipment, etc)
+ EXHAUSTION is a for energy, spell slots, backflips/day.

The original board game had really cute resource tokens. They *would* have been perfect here.

/48 Card from the Root Boardgame Print and Play
Oops, missed one.
+ INJURY is for hitpoints. If filled, you become a glorified watcher in all scenes, if it exceeds you die.

/48 part 2: electric boogaloo
EQUIPMENT
Nouns are important, but don't sweat the small stuff. E.G Bow and Arrows (but don't track the Arrows, unless you start to break The Fiction).

LOAD
How many times a Fox can naturally scent another animal... wait...

ACTUAL LOAD
Encumbrance. Abstracted.

/49
THE VAGABOND BAND'S DARING EXPLOIT
Before starting play, describe something Cool the players did together as a group. Roll for a random result on this page-sized 'table'

/50 Oh, surprise! Another picture of a page full of text.
There was a step where you could buy equipment with a stat called VALUE, which seemed different to DEPLETION. I'll be honest, I've been trying to digest this for 4 hours and I'm flagging.

/51
I'M TAKING A BREAK
It's a blue skies sprig day outside, the cherry trees are blossoming, and I could be out there kissing my boyfriend. I'm going to go for a walk and find a nice cafe to try and read the rest of this book in so I can stop Hot Taking and get to the meat of it all. Picture of the book, closed, with a book ribbon marking my p
QUESTIONS I HAVE SO FAR
- How much were the designers paid
- If it was an industry-standard wage, what the hell did they spend their time doing with this book
- Why is there an Art Director for the book when there are so few new pieces. Was Kyle even involved?
STILL ON BREAK
I’m at my boyfriends work drinking coffee and reading more of this ‘game’. I’m trying not to dunk. Dunking is the inspiration killer.

However. Legitimately. I do not think the rules of this book facilitate a good session of play, as they are currently written.
REFLECTING ON NOTES DURING BREAK

Root RPG is a game where you play disenfranchised outsiders, and the only story you can explore is becoming a cop. Any other story and by the definition of the rules, you are immediately ejected from play.
A RETURN
I took a break from live-tweeting to read the rest of this book. I compiled notes during that time, and will post them here with context photos.

Be warned.

I do not like this book.

/52
THE IMPORTANCE OF MOVES
After (in theory) assembling a 'band' or Vagabonds, it's time to play.

Except it isn't, it's time to read all of the moves you can do *during* play.

/53 Picture of the book. Important header says 'Ready for Advent
CAN I MOVE YET
You can only resolve Uncertainty with Mobes. There are a set number of Mobes, and if you want to make progress in the Fiction then you NEED to Trigger a Move and get its Outcome.
Once a Player Triggers a Move, it MUST be followed through.
Summary of Page 64/65

/54
BUT!! You can do what you want! If you cna use whatever natural tools you have in the Fiction to resolve Uncertanties.
Page 65

HOWEVER, DOING WHAT YOU WANT IS BORING!!! If you're a bird and you want to fly, you need to use a Move to make progress in the Fiction.
Page 34

/55
Some important Move keywords that will be re-explained at some point, I have no doubt:

HOLD - gain HOLD points and spend them later for an advantage or pay off. Cool idea.
+X FORWARD - add X to your next immediate roll, related to a subject.
+X ONGOING - add X to every roll

/56
FORGET THOSE TERMS
After spending time establishing terms like Hit, Weak Hit, Miss, and Strong Hit (they're out of a logical order because that's what the book wants), we will no longer use them with any consistency when discussing Moves.

/57 Photo of the text dense page. Text has been highlighted to s
FLASHBACKS
Oh yeah, most moves (logically within the Fiction) can be used in 'Flashbacks'.

This, of course, is logically explained in the middle of a move, and not when the concept of moves is introduced.

Maybe the game presumed you'd flashback to learning this earlier.

/58 Photo of tip section 'Flashbacks' on page 71
Remember when I said FLASHBACKS? Well, I've Triggered a Move that lets me tell you I also said:

"the game tells you not to do it too much cause that would be annoying"

I wish this game would stop telling me how to play, and just tell me *how to play*.

/58b
ROGUISH RISKS
Roguish Feats (which are Moves-That-Aren't-Moves) have a list of consequences, called Risks, at the end of their section. It's a cute idea; essentially, a 'random bad things list', but not numbered or rollable.

No other Move in the game has this. Our loss.

/59 Photo of the list 'Risks of Attempting a Roguish Feat'
A RETURN TO LONG EXAMPLES
Sometimes you don’t have to reinvent the wheel. D&D 3.5 and Pathfinder had a solid idea for keeping the same example class characters throughout the book, so that play examples and flavour text could be kept shorter and more familiar to the reader.

/60 Photo of a page full of text. The example is over half the p
Why didn’t the designers get Ferris to design some cute AF sketchy Vagabonds, give them players, and then revisit those characters again and again throughout the book?

Every single Move has an Example that is half a page long, introducing a new NPC and Player. Excessive!

/61
TRIGGERS
Rules As Written, to do a Move, you need to perform a Trigger in the Fiction.

On my first read-through, I missed what I am assuming are the actual Triggers for each Move.

Here's an example. Blue qualifies what Persuading an NPC *is*, Yellow qualifies *other Moves*
/62
Nowhere on the page does it say definitively, in an easily referenceable manner, what or what not this move is. I have to read the entire page to know if an action in the Fiction might fit this Move.

The next page covers the actual Outcomes. It's absurd.

/63
OUTCOMES
On that note, Outcomes are just as vibe-based and vague. I’m not sure if they’re are examples to be inspired by, or actual events that I (the GM) should be offering to the Players.

Below are the 'Options' (not Outcomes, the term they used earlier then dropped).

/64
KILL YOUR DARLINGS
It is exhausting, having to dig through text that all looks the same to find what you need. It is impossible to find a definitive ruling. Instead, there's an endless onslaught of flavour text.

Editors: Cut. This. Back
Writers: Listen. To. Your. Editors.

/65
TRUSTING FATE
Of all the moves, putting every edge case on the Luck stat is a choice. If you need an “everything else” Move, then either you don’t have the right balance of Moves, or you need a ruling allowing GMs to ask for custom Moves and/or Rolls.

/66 Photo of tip 'Trusting Fate vs Other Moves', page 83
GET ALONG TO PLAY ALONG
This entire spread is so FUCKING DUMB
Up until this point, we have been told the following is immutable:
+ Vagabonds are professionals who always work alone
+ Your Vagabonds are inseparable
+ The party must stay together; if goals stray, stop playing

/67a Photo of tip 'Get Along to Play Along', page 89
Now the game presents a Move where you can incentivise other players to do what YOU want. And they can say no. But if they do, by their own advice, one of you should be kicked out of the game.

/67b
This “all-together or GET OUT” mechanic and design mindset is so gross. It's like the love child of capital punishment and gaslighting.

In context, this mechanic is part of a much more harmful play experience.

/67c
In context, the three political parties of this game are ethnonationalist fascists, colonizing capitalists, and indigenous terrorists caught between the two.

You play as freelance enforcers for whoever of the three factions can pay you more.

(Bare with me here)

/67d
The Players' individual actions have (typically violent) ramifications on every community.
"When [the Vagabonds accidentally] set that fire in the scroll repository, the treaty protecting that clearing from invasion goes up in smoke -- and another faction invades"
- Page 7

/67e Photo of Page 7, with highlighted text.
We've already seen (page 38) that the book asserts that "no one is inherently evil". But the consequences of you actions, and the organisations that drive them sure do seem to be.



/67f
And this is the conclusion of the insidiousness of Player vs Player Moves, specifically about consent.

When a Player says, in the Fiction, "my character doesn't want to do this, please can we not", there is a Move you can pull to bribe them with in-game currency...

/67g
...and an established incentive that Player That Don't Stick Together, Leave The Table Now.

"Keep in mind that this is a game which your group of vagabonds ultimately always chooses to stick together [...] if that changes [your] characters are likely exiting the narrative."
/67h Photo of Get Along to Play Along, page 89, last paragraph hi
GOOD FAITH
I want to believe all of this was written with the best of intentions. I can imagine the Plead Move being a powerful tool for drawing an 'evil' character over to the good side; 'Oh come on, leave the gold, we can save them! Please!'

/68
BAD FAITH
However, when the book also explicitly says siding with any Faction or splitting from the group in any way permanently converts a PC into an NPC, it reinforces the idea that the only 'good' choice is to profit from & perpetuate violence.
(Pages 37-40)

/69 (nice)
DEEP BREATH
Okay, jesus. That's a lot. Plus, there's still so much more game to get through.

I want to note that the book often says the Vagabonds are heroes - rescuing Princes and dethroning tyrants.

However, those ideals aren't supported by the mechanics nor the Fiction.

/70
COMBAT
Back to petty sniping.
This section is clearly meant to be a dunk on D&D and trad games, but really it’s just reading as:
“We thought you’d want combat in this game and don’t know how to implement it in a way that isn’t in response to D&D”

/71 Enter Combat! - Page 90
RANGES
“You’re certainly never that worried about the difference between someone 25 feet away and someone 20 feet away.”

Babe, you keep saying you’re over him but all you do is talk about him 👁👄👁
/72
ACTUAL RANGES THO
INTIMATE - noooo don’t say that now my Witcher Fursonas have to kiss >:)
CLOSE - Smacking With A Sword
FAR- Smack With A Bow

Eh, this is okay.

/73
They write like this is a revolutionary concept, and then follow up with no guidance on how to track Ranges in a practical manner during 'not-combat’. There're no diagrams or examples; they have a mini-essay for every single move but not for a core mechanic of their game.

/74
HARM
Again, after seeing terms such as Mark Harm for the last hundred or so pages, we’re now finding out what they actually mean on page 126.

Also, there are 10 equally over-explained keywords. Which we won't see used reliably from now on. Again.

/75
REPUTATION, AGAIN
The actual effects of reputation are recorded on pages 110 - 112, followed by a few reputation moves. This is a baffling choice. We learnt how to track reputation on page 52, and we’ve only just found out what it actually does now.

/76
INFORMATION FLOW
If you wrote every header on a different card and shuffled them into a single deck, you would end up with a more comprehensible workflow through this book than whatever is printed here.

/77
MARKING TRACKS
As we talk about Harm, we talk about Tracks again.

Whenever you OVERFILL a Harm Track (e.g. Injury, Exhaustion, Etc) something happens.

However, whenever you FILL a Reputation Track, something happens.

Pls pick a fill-ethos. Overfill or Fill-to-completion.

/78
CLEARING INJURY
This is pure bad faith take but by this point the book deserves it. Quantifying healing (e.g. clearing Injury) in terms of weeks' bed rest is an OSR dog whistle. It’s giving casual ableism. It’s lazy writing. I'm tired.

/79
Look this thread got so much longer than I ever thought it would.

After Combat Moves, there's Reputation Moves and Travel Moves. I'm not going to cover them. Then, finally, what we've all been waiting for...

/80
PLAYBOOKS
It took 6 hours but we got here, finally!

“No playbook is a straightjacket”. - Page 132
I hate that word, I hate its context, and I *hate* that this book has already given me whiplash over the player agency and then uses *this word* as a fucking joke.

/81
FINALLY SOME GOOD STUFF
Full credit where it is due. The playbooks are consistently formatted, well written, and referencable.
They have all the same structure for information across each of the 9 in this Core Book
/82
PLAYBOOK P2
Moves have clear, short triggers and precise outcomes. This is genuinely refreshing to see. This is how the Moves in the rest of the book should have been written.
/83
PLAYBOOK P3
After Moves, comes more soft background prompts, and general advice for the playstyle of that particular Playbook. It's such a natural, well-considered read, regarding all the information you need to digest.

/84
Playbook P4

Notes from the writers giving in-play context for each of these Playbook Moves are on a separate page at the end of each playbook - exactly where they should be. Kept with the book, but not overloading you when you need to make choices.

/85
ADVANCEMENT
Get these at the end of a session, IF you complete a drive. Because you can have max 2 Drives, you can have max 2 advancements per session.

/86
WHEN YOU ADVANCE, GAIN ONE OF THESE:
+ Stat increase (Max +2 per Stat)
+ Own Playbook Move (max 5)
+ Other Playbook Move (max 2 total from all other Playbooks)
+ Weapon skill (max 7)
+ Roguish Feat (max 6)
+ Increase Max Harm Track (Max 6 per Track)
+ New Connections (max 6)

/87
If I’ve done the maths right, excluding increasing Harm Tracks (which I’ve yet to figure out how to calculate), most characters can ‘Advance’ an average of 20 times before they ‘max out’ on options.
Babe, you keep talking smack about D&D but here we are copying her homework.
/88
Changing Playbooks
You can’t exactly multi-class (you’re limited to 2 new Playbook Moves from another class), but you can swap Playbooks through a semi-convoluted process on Page 178.

/89
Not gonna lie, I like how Playbooks interact.

This is fun. I don't think its necessarily original, but that isn't a qualifier for a good game.

I do keep asking myself if this game is $600,000 worth of innovation. That's a question to address in a conclusion/summary.

/90
MASTERIES
Hey, Root RPG. Did we not learn what the Triple A game studios taught us in 2013? Day 1 DLC drops, especially placing adverts for them in the base game, are gauche as fuck.

How are you not embarrassed. Get in the sea.

/91 On Masteries - Page 180
EQUIPMENT: HERE WE GO AGAIN

“Equipment is an important part of Root: The RPG”
“A vagabond is incredibly capable, but one with bad tools is going to have a hard time, no matter their skill”
“Equipment is far from the be all and end all of a vagabond’s competency”

/92a
“[Equipment] shouldn’t become the sole focus of the game”

All of the quotes across /92 are from two paragraphs on Page 181.

I am getting WHIPLASH from this section. Do you want Equipment in your game or not?? Pick. A. Lane.

/92b Photo of Equipment - Page 181. Quotes from tweets are highli
WHAT IS EQUIPMENT
Page 182.
Your honour, I submit tweet /77 to the court as evidence.

ROOT uses a tag-based system, with positive and negative tags. It’s basically if GURPs did an inventory. Nothing wrong with that, I just don’t get why it needed so many stupid words.

/93 Photo of pages 182 and 183. Seriously, if you got this far,
Crafting Equipment
“The majority of vagabonds in Root: The RPG cannot craft equipment. The Tinker can [...] but that Move has its own rules”.

Why did anyone feel the need to write this? The whole section boils down to "homebrew it". Copying WOTC's homework AGAIN.

/94 Crafting Equipment - page 185
THINK ONLY LIKE US
"Finally, when putting together any piece of equipment, make sure you think about how the tags all play together. A sword likely cannot have the Friendly tag by its very nature -- what would a friendly sword even look like?"

IDK, maybe it'd say ACAB.

/95
(the last quote was from page 186. It bares repeating; this game needs to stop stelling us how to play it, and start telling us *how to play the game*)

/95b
RUNNING THE WOODLAND
“Every game of Root: The RPG needs a few players (2-5) to portray the vagabond player characters. Every game also needs one player to take on the role of “game master” or “GM”, the person ‘running’ the game.

Page 194. Why is this so deep into the book?
/96
'FRIENDLY' ADVICE
Pages 194 to 222 are purely advice about how to use Moves for and against the Players.

Of note, P205 has the first non-PC tracking diagram in the book, and it's shite.

I will not summarise the advice here. I don't want to spend any more time on this game.
/97 Square plot diagram from page 205.
DIY WOODLANDS
The last few sections of the book provide mechanics for creating your own Woodlands to explore, with a similar sort of layout to the maps of the original board game.
This could be interesting, but I'm burnt out.

There's also a sample adventure.

/98 Photo of pages 226 and 227.
There are actually well over 100 tweets in this first-read deep dive. Many of the tweets have parts listed with letters.

I recognise that it's a slog to get down as far as this; it certainly was one to write them. I plan to write a summary/lessons learned thread tomorrow.

/99
I started this review only sceptical of the page layout and text density. I backed this game within 24 hours of it being announced. I adore Kyle Ferrin's artwork.

So far, on first read, Root: The RPG is (in my opinion) a work of ethnonationalist copaganda.

End thread.

100/100
BONUS ROUND
Didja make it this far down? Do you regret it?

Well, hopefully, this smoothes things over. If you use the code SHOUTINGSTOAT on my website you can 40% off my own animal game, Scurry

doad.co.uk/collections/ga…
The Review Continues here (if you followed the comments down this path and hit an unexpected dead end)

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