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Children With Wands vs Iron Valley

Compare Children With Wands and Iron Valley side by side. See differences in complexity, dice, genre, and more.

Children With WandsIron Valley
GenreFantasyFantasy
TagsRules-Light, Family-Friendly, Beginner-Friendly, Cozy, Collaborative, Comedy, One-Shot Friendly, CC-Licensed RulesCozy, Solo-Friendly, Rules-Light, Narrative, Beginner-Friendly, CC-Licensed Rules, Random Tables
Core MechanicTo cast a spell, the player says what they want it to do, and the Narrator sets a Spell Range from two values. Effectiveness rates how well the spell suits the task from 0 to 3, and Strength rates how much magic the goal needs from 1 to 20. The range runs from Strength minus Effectiveness up to Strength plus Effectiveness. The player then rolls a d20, and a result inside the range casts the spell cleanly. A roll outside the range still fires the spell, but mis-scaled into a complication. High rolls overshoot with too much power and low rolls fall short.Roll 1d6 (action die) + stat against 2d10 (challenge dice). Beat both challenge dice for a strong hit, beat one for a weak hit, beat neither for a miss. A simplified hack of Ironsworn with only 10 moves. Promises replace vows, satisfaction replaces XP, and a favor economy drives gift-giving and relationships. Extensive oracle tables (50+ pages) generate characters, events, locations, and heart events for solo play.
Diced20d6 + 2d10
ComplexityVery LowVery Low
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools3 of 5 book tools
LicenseCC BY-SA 4.0 (core rules text)CC BY 4.0
Third-Party PublishingNot yet researchedNot yet researched
PublisherDinosaur Pirate GamesM. Kirin
Year20262023
LanguagesEnglishEnglish
Best ForFamilies introducing younger players to tabletop roleplaying, and convention one-shots where everyone needs to be making characters and playing within minutes. The cooperative, low-stakes structure suits mixed-age tables more than groups after tactical depth or character builds.Solo players who want a cozy, low-stakes RPG about building a life in a small town: farming, crafting, making friends, and maybe falling in love, with no combat or death mechanics.
HighlightsPlayers roll to determine a spell's power rather than its success, so a high roll overshoots the intended band just as badly as a low one. The Narrator announces each spell's range before the roll, letting the table weigh a clever but risky idea against a safe one as an open choice instead of a blind gamble. Spells that miss their range still go off and spawn fresh problems, turning failure into the engine that drives the session rather than a dead end.Fills a cozy niche in TTRPGs: no combat, no death, just wholesome small-town life, extensive oracle tables support solo replayability, simple rules accessible to complete beginners, CC BY 4.0 license encourages sharing and hacking
ConsiderationsSetting each Spell Range is a real-time Narrator judgment of a spell's fit and power, so the game leans heavily on a confident improviser to run well. Casting a spell is the only way to resolve a real challenge, leaving groups who want to settle problems through mundane skill or social play without a subsystem for it. Every child shares the same resolve pool, single die, and short perk list, so characters distinguish themselves mainly by which spells they know.Oracle tables can produce repetitive prompts over multiple sessions. Minimal mechanical depth limits replay variety. There is no structured campaign or arc progression.