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Playing the Game

Once you've created your character, here's how to actually play Yggdrasil.

The Basic Flow

1. The GM Sets the Scene

The Game Master describes the situation:

"You're standing outside the ancient temple. Runes glow faintly on the stone doors, and you can hear chanting from within. What do you do?"

2. Players Describe Actions

Players say what their characters want to do:

"I want to examine the runes to see if I can understand them."

3. GM Determines if Dice are Needed

  • Simple tasks: No roll needed, just describe success
  • Uncertain outcomes: Roll dice
  • Opposed actions: Both sides roll

4. Roll Dice and Apply Results

For our rune example: - Dice Pool: Intelligence + Occult - Roll: 6 dice, get 3 successes - Result: You recognize them as warding runes against the undead

When to Roll Dice

Always Roll For:

  • Combat: Attacking, defending, dodging
  • Magic: Casting spells or using abilities
  • Risky Actions: Climbing a cliff, picking a lock
  • Social Conflicts: Persuading a hostile guard
  • Investigation: Finding hidden clues

Never Roll For:

  • Automatic Success: Easy tasks for skilled characters
  • Impossible Tasks: No roll can make you fly without magic
  • Roleplay: Having conversations, making friends

Maybe Roll For:

  • Dramatic Moments: When failure would be interesting
  • Time Pressure: When speed matters
  • Complications: When the GM wants to add tension

Types of Actions

Instant Actions

Most actions resolve immediately: - Attack with a sword - Cast a quick spell - Jump over a gap - Lie to someone

Extended Actions

Some tasks take time and multiple rolls: - Researching ancient lore (Intelligence + Academics) - Crafting a magical item (Dexterity + Crafts) - Tracking someone through wilderness (Wits + Survival)

Each roll represents a period of time (minutes, hours, or days).

Contested Actions

When characters oppose each other: - Arm wrestling: Strength + Athletics vs. Strength + Athletics - Debate: Manipulation + Persuasion vs. Composure + Academics - Sneaking past guard: Dexterity + Stealth vs. Wits + Investigation

Higher successes win. Ties mean no one gains advantage.

Combat Basics

Initiative Order

  1. Roll Initiative: Dexterity + Composure + 1d10
  2. Act in order from highest to lowest
  3. On ties, higher Dexterity goes first

On Your Turn

Choose one: - Attack: Roll Attribute + Skill to hit - Move: Go up to your Speed in yards
- Defend: +2 Defense until next turn - Aim: +1 dice to next attack - Cast Magic: Use supernatural abilities - Full Defense: +3 Defense, can't attack

Attack Resolution

  1. Roll to Hit: Attacker rolls vs. target's Defense
  2. Determine Damage: Weapon damage + extra successes
  3. Apply Armor: Reduces damage taken
  4. Mark Health: Fill in health boxes

Example Combat Round

Initiative: Erik (15), Bandit (12), Astrid (10)

Erik's Turn: Attacks with staff - Dice Pool: Strength 2 + Weaponry 2 = 4 dice - Target: Bandit's Defense 3 - Roll: 6, 7, 9, 10 = 2 successes (hit!) - Damage: Staff (2) + extra success (1) = 3 bashing damage

Bandit's Turn: Attacks Erik with axe - Dice Pool: 5 dice vs. Erik's Defense 4 - Roll: 4, 5, 8, 9, 10 = 3 successes (hit!) - Damage: Axe (3) + extra successes (2) = 5 lethal damage

Astrid's Turn: Casts healing spell on Erik...

Magic and Abilities

Using Abilities

Most supernatural abilities work like this: 1. Spend Mana: If required by the ability 2. Roll Dice: Usually Attribute + Ability rating 3. Apply Effect: Based on successes achieved

Mana Management

  • Starting Mana: Based on abilities and merits
  • Spending: Most abilities cost 1 mana
  • Recovery: 1 point per day, more with meditation/rituals

Example Magic Use

Erik casts a Force Shield: 1. Spend 1 Mana 2. Roll: Intelligence 4 + Force 3 = 7 dice 3. Get 4 successes 4. Effect: +4 armor for the scene

Social Interactions

Roleplay First

Always roleplay the interaction, then roll if needed:

Player: "I approach the guard and say, 'Good sir, surely a man of your obvious wisdom can see that we mean no harm to your lord. We're simply scholars seeking knowledge.'"

GM: "He looks suspicious but seems flattered. Roll Manipulation + Persuasion."

Social Maneuvers

  • First Impression: Presence + Socialize (sets tone)
  • Persuasion: Manipulation + Persuasion (change minds)
  • Intimidation: Strength + Intimidation (threaten)
  • Deception: Manipulation + Subterfuge (lie convincingly)
  • Reading People: Wits + Empathy (understand motives)

Common Situations

Investigating Mysteries

  1. Scene Assessment: Wits + Investigation (general overview)
  2. Specific Searches: Intelligence + Investigation (details)
  3. Knowledge Checks: Intelligence + Academics/Occult
  4. Talking to Witnesses: Social skills

Exploration and Travel

  • Navigation: Wits + Survival
  • Spotting Danger: Wits + Investigation
  • Endurance: Stamina + Athletics
  • Finding Shelter: Wits + Survival

Magic Research

  • Library Research: Intelligence + Academics
  • Magical Theory: Intelligence + Occult
  • Identifying Items: Intelligence + Occult
  • Ritual Preparation: Extended Intelligence + Occult

Tips for New Players

Good Habits

  • Describe, don't dictate: Say what you attempt, not what happens
  • Think in character: Consider your Virtue, Vice, and personality
  • Collaborate: Work with other players, don't compete
  • Ask questions: Your GM wants to help you succeed

Common Mistakes

  • "I roll to...": Describe the action first, then roll
  • Hogging spotlight: Share time with other players
  • Rules lawyering: Let the GM make final decisions
  • Ignoring failure: Failure creates interesting stories too

Making It Fun

  • Embrace your character's flaws: Vice and low attributes create drama
  • Build relationships: Connect with other player characters
  • Take risks: The most memorable moments come from bold actions
  • Focus on story: Mechanics serve the narrative, not vice versa

Next Steps

Now you know how to play! Consider: 1. Practice: Run through some example scenarios 2. Review: Check Common Mistakes to avoid pitfalls 3. Expand: Learn about Player Options for character growth 4. Connect: Join the Community for ongoing support