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
- Roll Initiative: Dexterity + Composure + 1d10
- Act in order from highest to lowest
- 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
- Roll to Hit: Attacker rolls vs. target's Defense
- Determine Damage: Weapon damage + extra successes
- Apply Armor: Reduces damage taken
- 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
- Scene Assessment: Wits + Investigation (general overview)
- Specific Searches: Intelligence + Investigation (details)
- Knowledge Checks: Intelligence + Academics/Occult
- 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