However, only two d10's are are used for resolution so you will want to keep the highest two rolled and add them together. Most NPCs are considered to have a 2 in most scores. These characteristics have a numeric score that indicates the number of d10s to roll when a skill or characteristic check is called for. Characteristics include strength, vigor, agility, intellect, perception, tenacity, charisma, instinct, and communication. Characters are governed by characteristics and skills. The system uses d10 for all skill and combat resolution. I won't go into too much detail in this review but I will summarize the system as best I can. I dare say it would work splendidly (with a few additions) for A Game of Thrones if you don't like that game's native rule system as developed by Green Ronin. This system could be used for any historical or fantastical dark ages/medieval game. Let me pause and just say that I was pleasantly surprised by how comprehensive the rules system is for Yggdrasill. This is the largest section of the book and is quite comprehensive including character creation, combat, magic, character advancement, skills, and feats. This section of the book includes many chapters on the rules for running the game. It means I don't have to go out and do a lot of research for my game if I am aiming for historical accuracy.
I, for one, really appreciated this addition to the book. This part of the book ends with a large section on daily life. The geopolitical realities of the day are covered extensively and the three main kingdoms of Norway, Denmark, and Svithjod (Sweden) are nicely detailed including rulers and political factions. The myths and religion of Scandian life are covered extensively including the gods, their history, and the composition of the multiverse including the World-Tree and its many branches and layers. However, for those looking for a more historically accurate simulation the magic systems can be easily removed. This game is definitely fantasy (there are multiple magic systems) and that is called out at the very beginning. Historical accuracy is addressed including some common cultural misconceptions such as Wagner's horned helmets, drinking from human skulls, and drakkars. The first part of the book details the time period and the setting. However, during game play I think it may prove to be a boon simply because there is no real fluff to get in the way of finding any particular rule in question. I think this choice of splitting mechanics from flavor can be a bit jarring when doing a straight reading through the book. The third and final part is a rather in depth and lengthy adventure entitled “Offerings to the Great Winter”. The second part details the game system including the dice resolution system, character creation and advancement, and the various subsystems that comprise the mechanics of the game. The first part is basically a look into the daily life, culture, and mythos of Scandinavian life.
I'm no historian but I believe that the classic Viking period occurred sometime (as in centuries) after the time period that this game emulates.Ĭompositionally, Yggdrasill is split in to three main parts. Yggdrasill is a fantasy game of action, adventure, romance, and politics that takes place in the Scandian cultures of northern Europe during the 4th through 6th centuries. Let's be clear, Yggdrasill is not a game about Vikings. The pages are heavy and resistant to tear. The illustrations (especially the book cover and the archetypes) do an outstanding job of conveying the time period and providing inspiration. I'm indifferent to the choice but it does allow the black ink of the actual rules text to stand out against the backgrounds and illustrations. The designers chose a sepia heavy look to all of the illustrations and page backgrounds. Maps of Scandia (Norway, Denmark, Sweden, and surrounding lands) line the front and back cover interiors.
Yggdrasill is a full color stitched hardback book of 232 pages. Yggdrasill is an inspired role playing game that allows players and game masters to immerse themselves in the Scandinavian culture and mythos of the early 1st millennium AD.