As we wrap up the events in Tonnery, I believe I can see the end of the game on the horizon (perhaps around the May/June time frame) so I wanted to talk about the game a little bit: the things I liked, the things I didn’t like, and some things I think fell flat.
The Good
The setting was fun and interesting, and that helped us to create some interesting characters. It was also great to see you guys easily latch onto certain factions (Tomo being the enemy of the Marquisate, Cid wanting to bring down the Eyrie, etc) and it made me want to keep bringing those factions to the forefront.
The scope and theme of the game–the Player Character being an ambitious band of traveling mercenaries–was good and I think it helped feed into the overall feel of the setting.
Attempt a Roguish Feat is an interesting design for a move, with how it allows you to buy into it and use it for different applications. I think it was a fun mechanic… for the most part.
Trust Fate was also an interesting mechanic: it always having a drawback to using it in place of another skill meant Luck wasn’t the end-all-be-all for stats, but it was sometimes difficult to figure out what the downside was in some cases. It also fit the feel of the game where the PCs sometimes couldn’t control everything and need to leave things to chance.
The Time Passes moves were fun and helped make the setting feel a bit more alive. Whenever I got to do them, it always helped ease me into doing my GM prep for the week. I was worried that some of the events might invalidate some of your plans, but I had enough control over the results to keep that from happening in a way that hurt the game’s narrative. I think some of the events were a bit removed from the game, but the two “Time Passes” move results helped set the stage for the events at Tonnery: other factions would try to move into the clearing and then instantly get swatted down before the end of the round. It made the place feel oppressive to outsiders in a way no other clearing was, which helped me develop the story of the place. 10/10 Would definitely play another game with a mechanic like this.
The Bad
Root probably has one of the densest mechanical systems for a PbtA game I’ve ever seen and by a wide margin. The multiple harm tracks are fine, but then you add individual harm tracks for gear, gear having tags that influence your mechanics, the Rogue Feats, the Weapon Skills, the fact that you need to know the Weapon Skills and have a weapon that enables the use of the Weapon Skill in order to use the skill… A few of these would have been fine, but all together they made for a bit of a mess. I knew this going in and the hope was that all these gears would work together to create a wonderful machine, but instead we got a bit of a clunker.
One thing that you folks only got to see a bit of was the mechanics for foes that you could face in combat. All of the issues with multiple tracks are multiplied with them. Each one has multiple tracks (Injury, Exhaustion, Wear, and Morale) and the first time we played, it quickly dawned on me how none of these tracks affected one another. Tomo was inflicting Morale damage, Alvin was inflicting Exhaustion, Slayer and Cid were inflicting Injury (that their foes could take as Wear instead because they had armor) and it just made any situation with combat drag on.
In my opinion, a game where combat is not the main focus should have the bad guys show up, down one or two interesting things, and then the fight be over. Looking over what the mechanics tell us, this is a game about combat because so much of the rules dive into it, but the themes of the game tell us it is not. You are bandits and rogues, pulling heists. This is not a game that should have in-depth combat systems, it should have very basic combat moves where you either win and continue the heist or fighting puts you into a difficult situation. Don’t know how much of this comes down to Magpie wanting a game with more flowing combat or how much of it came down to the license holder dictating what Magpie needed to include in the game, but I think it definitely made things fall flat.
Speaking of falling flat…
Attempt a Roguish Feat is great… except it makes Finesse the most important stat in the game. While Finesse certainly makes sense with some applications (Hide, Pickpocket, etc) it certainly is an odder fit with others. Giving orders to NPCs? Finesse (Mastermind Roguish Feat). Tracking someone through the woods? Finesse (Tracking Roguish Feat). Making a fake copy of a document? Finesse (Counterfeit Roguish Feat). On top of that, the list felt a bit too granular in places. (Pickpocket and Sleight of Hand? What is this? D&D 3E with Hide and Move Silently?) It has merit, but it carried a bit too much weight in this game.
The Messy
This next topic doesn’t lay with Root but with PbtA games as a whole: sometimes the amount of responsibility the game system relies on me to be awful to the characters doesn’t feel good. Let me unpack that.
Let us say that we are playing Dungeons and Dragons and I introduce a Roper monster into the game. When the characters encounter the Roper and it grabs and squeezes your character, I can distance myself from the outcome a little bit. I did put the Roper into the game, but the Monster Manual tells me what the Roper wants to do and how much damage it should do. I’ll feel bad if the Roper hurts your character, but I don’t feel personally responsible.
Now let’s say we’re playing Root and I have to come up with some dangerous warrior foe that you folks have to face off against. First I need to come up with some GM moves for this character. I want them to be dangerous, but how dangerous? Disarm their foes or something more general like strike them where they are weakest? We’ll go with the second one. Now we’re playing and, after a failed roll I look at the GM sheet and see the move. What does that mean? A stab to the chest? It certainly could, but now I’m heming about this because it feels like it’s too much. I like (as an example) Cid and don’t want to see them on the ground gasping for their life. It was so much more impersonal when it was “you take 14 damage” but now I’m the one who made the foe, gave them the move, and am inflicting it Cid. Logically I know Bill the Player is probably okay with this, but I still feel like a shitheel because I can’t distance myself from everything that led to this moment. So I pull the punch a little. No one else will know, but I will.
For another example, I am running another game on the weekends with a different group of friends. It is a brutal military-focused RPG where the PCs are soldiers carrying out dangerous missions. In that game, when I put the PCs against another squad of soldiers and one of those enemy soldiers has an Rocket Propelled Grenade launcher (a deadly weapon in that system that could easily kill 1 or 2 PCs in a single go) I don’t feel that same level of closeness with the consequences of that NPC soldier firing their weapon at the PCs. Despite also having made the enemy squad (from a list of options from the game book) and given one of their members the RPG (something they would logically have as a hunter-killer team intended to takedown enemy armored vehicles), I still feel a comfortable distance from the consequences that I don’t feel when I run a highly narrative game like many PbtA games.
How do I deal with this? No idea, but it is something I think about a little.
The Conclusion
Root is not a game I feel like I would want to revisit in the future. The setting is great, but the systems cause a bit too much friction for my liking.