Root: The RPG
Root: The RPG is a woodland fantasy adventure game about vagabonds doing jobs, building reputations, and choosing how much they will shape a war bigger than they are.
Licensed woodland fantasy * PbtA 2d6 moves * Reputation and faction politics * 3-6 players + GM * 2-4h sessions * Strongest in linked adventures
Root: The RPG is strongest for groups that want faction politics and scrappy adventure in the same campaign, especially if they like fiction-first play but still want travel pressure, gear decisions, and a world that clearly reacts to who they help. It turns the Root board game's Woodland into a roaming vagabond campaign where jobs, grudges, and local crises matter more than set-piece heroism.
It is a weaker fit if your table wants cozy animal fantasy, ultra-light improvisation, or tactical combat built around maps and character builds. Root asks the table to care about reputation, obligations, and the fact that even small favors can shift a larger war.
What the game is
Root: The Roleplaying Game is Magpie Games' officially licensed tabletop RPG set in the Woodland of Leder Games' Root: A Game of Woodland Might and Right. Instead of playing the Woodland's major factions directly, the party plays vagabonds: talented outsiders who travel between clearings, take dangerous work, and decide how closely they will align with powers such as the Marquise de Cat, the Eyrie, and the Woodland Alliance.
The credited design team recognized at the 2022 ENNIE Awards includes Brendan Conway, Mark Diaz Truman, Sarah Doom, Marissa Kelly, and Miguel Angel Espinoza. That matters because Root clearly comes out of Magpie's Powered by the Apocalypse lineage, but it is built to handle a more persistent war-torn setting than a one-city intrigue game or a pure one-shot story game.
Publication history and editions
Magpie announced its multi-year Leder Games license in October 2018, then pushed the line forward through a 2019 Kickstarter and the Pellenicky Glade quickstart for Free RPG Day 2020. Magpie opened PDF access and preorders in late 2021, with shipping framed around early 2022, and the line has continued to expand rather than freezing as a single-core-book curiosity.
There is no separate second edition to learn right now. The practical current-edition advice is simply to start with the core book and then decide whether you want the faction-focused expansion path of Travelers & Outsiders or the deeper expedition-and-monster path of Ruins & Expeditions.
Product line and what you need to play
The core book is the real entry point, not a slim starter box. Magpie's store page describes it as everything needed to make vagabonds, run adventures, and use travel, reputation, equipment, and combat procedures. The publisher also maintains a free Root downloads page with player aids and support material.
After the core, the line branches cleanly. Travelers & Outsiders expands the first four board-game expansion factions and adds more playbooks, moves, and clearings. Ruins & Expeditions pushes harder into monsters, ruins, relics, and a more treasure-seeking expedition style. Accessories and clearing booklets exist, but they are optional support rather than mandatory rules scaffolding.
Major supplements and adventure support
Root's support line is better thought of as a toolkit line than a giant canonical campaign path. The official books and booklets add new factions, playbooks, clearings, ruins, gear, and encounter material so the Woodland keeps generating new pressure points instead of moving through a fixed adventure sequence.
That makes Root attractive for GMs who want to build their own network of recurring places and rivalries. It is less attractive for groups who want a long chain of prewritten modules with boxed-text certainty.
Digital tools and online play
Magpie now has explicit official Foundry support: a Root RPG quickstart/system module plus separate Core Book and Travelers & Outsiders modules. That is enough to make online play a real first-class option instead of a fan workaround, especially for groups that want shared sheets, playbook material, and easier reference during faction-heavy campaigns.
PDF support is also current through Magpie and DriveThruRPG, so Root is easy to run hybrid or fully online even if you do not want to go all the way into a dedicated VTT setup.
Core rules and play structure
At heart, Root is a Powered by the Apocalypse game: when the fiction triggers a move, you roll 2d6 plus the relevant stat and read the result through success, mixed success, or trouble. What makes Root feel different from lighter PbtA cousins is the amount of connective tissue around those moves. Travel matters. Reputation with factions matters. Equipment matters. The condition of the Woodland matters.
Official product descriptions highlight roguish feats, reputation rules, travel procedures, custom gear, and faction management rather than only generic storytelling advice. In play, that means Root does not just ask what would be dramatic. It also keeps asking who notices, who owes you, what resources you burn to get through this clearing, and what happens when a faction starts acting on its own agenda.
Characters, roles, and advancement
The party plays vagabonds rather than soldiers or rulers. Even when characters side with a faction, the game's perspective stays on mobile outsiders who can take jobs, make promises, betray expectations, and leave town before the consequences fully land. The core book includes nine playbooks, and the expansion line adds substantially more, so there is enough room to tune tone from idealistic helper to hardened opportunist.
This structure is one of Root's biggest strengths. It gives players a strong identity without locking them into a faction's command chain, which is exactly what lets the politics stay personal instead of abstract.
Signature mechanics
Root's most distinctive mechanics are the ones that make the Woodland feel like a place with memory. Reputation scores and the moves tied to them make faction relationships more than color text. Travel procedures make crossing the map part of play instead of a skipped montage. Equipment rules and weapon tags give jobs, scarcity, and preparation more weight than they usually get in breezier fantasy PbtA.
The other major signature is the faction layer. Even when the PCs are the focus, the Woodland is never supposed to feel static. Expansions double down on that with larger faction-turn support, but the core idea is already there: the world keeps moving, and the vagabonds are never the only people with plans.
What play feels like
Session to session, Root feels like moving through a chain of local crises in a country at war. One clearing might need smugglers, spies, or negotiators. The next might turn a simple delivery into a question of whether the party will strengthen occupiers, rebels, cultists, or nobody at all. The tone can swing from caper to tragedy to folk-adventure, but the throughline is that even small jobs have political edges.
That makes Root more kinetic and more dangerous than cute cover art sometimes suggests. It is not a pastoral hangout game. It is a game about capable small folk living under large systems and deciding how much trouble they are willing to cause.
Running the game
GM load is moderate, not crushing, but it is real. Root rewards a GM who enjoys keeping several factions legible, presenting jobs with competing loyalties, and letting previous choices echo back through recurring clearings. If you like fronts, clocks, moving power blocs, or a living campaign map, the game gives you strong material to work with.
If you want prep to mean little more than sketching a monster and asking some provocative questions, Root can feel more procedural than expected. The game's payoff comes from using its supporting systems rather than hand-waving them away.
Campaign fit
Root can run a one-shot, especially through a quickstart, but it shines brightest in linked adventures and short-to-medium campaigns. Reputation, faction pressure, recurring NPCs, and revisited clearings all get better once the party has history. A group that returns to the same Woodland sees its own fingerprints everywhere.
That same strength can be a limit. If your table mostly rotates players, forgets setting details between sessions, or wants every mission to reset to neutral, Root loses some of what makes it special.
Reception and awards
Root landed well enough to take Silver for Best Game at the 2022 ENNIE Awards, and Travelers & Outsiders also earned a Silver ENNIE in the supplement field. That fits the broader reception pattern: people who want a more structured, more campaign-capable PbtA game often point to Root's travel, faction, and reputation layers as the reason it stands out.
The recurring caveat is density. Cannibal Halfling Gaming's review praised the travel rules and reputation moves while also arguing that the book is denser and less easy to reference than the best laid-out PbtA texts. That matches Root's table reality: it is not hard because it is crunchy in a d20 sense, but it is more procedure-forward than a purely breezy story-game read might imply.
Where it is strongest
- Faction politics feel immediate because the party experiences them through jobs, travel, favors, and reputation instead of distant lore dumps.
- The vagabond premise gives players freedom to roam without stripping the setting of consequences.
- It supports campaigns better than many fantasy PbtA games because the Woodland keeps changing around the party.
- The official line now has enough supplements, downloads, and Foundry support to feel maintained rather than abandoned.
Where it can frustrate groups
- The tone is sharper and more war-shaped than people expecting cozy woodland fantasy often want.
- It is not the lightest PbtA option; groups that want maximum improvisational looseness may find the extra procedure fussy.
- Combat is more meaningful than in some narrative games, but it will not satisfy players looking for deep build tactics or miniature-heavy optimization.
- The setting works best when the table buys into faction consequences instead of treating every clearing as a disposable stop.
Content and safety notes
Expect war, occupation, rebellion, class pressure, coercion, theft, and the possibility that helping one faction means worsening life for somebody else. The art direction is approachable, but the underlying play material can tilt toward oppression, scarcity, betrayal, and retaliatory violence. Tables that want a gentler fable tone may need to set expectations and boundaries up front.
Best starting path
If you are unsure, start with the Bertram's Cove Quickstart or the older Pellenicky Glade quickstart, then grab the free downloads. If the table likes the rhythm of travel, obligations, and faction pressure, move to the core book.
After that, choose expansions by campaign taste. Pick Travelers & Outsiders if you want more faction politics and vagabond types. Pick Ruins & Expeditions if you want relic hunting, monsters, and more dangerous underworld exploration.
Research notes
Last checked: 2026-07-10.
- Magpie Games - Core Book (Root: the RPG)
- Magpie Games - Leder Games Awards Root Roleplaying Game License to Magpie Games
- Magpie Games - New Root Quickstart for Free RPG Day!
- Magpie Games - Root: The RPG Now Available via PDF/Preorder!
- Magpie Games - Travelers & Outsiders
- Magpie Games - Ruins & Expeditions
- Magpie Games - Root PDFs and downloads
- Foundry VTT - Magpie Games creator page
- ENNIE Awards 2022 results
- Cannibal Halfling Gaming - Root: The Roleplaying Game Review