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Iron Valley vs Ironsworn

Compare Iron Valley and Ironsworn side by side. See differences in complexity, dice, genre, and more.

Iron ValleyIronsworn
GenreFantasyFantasy
TagsCozy, Solo-Friendly, Rules-Light, Narrative, Beginner-Friendly, CC-Licensed Rules, Random TablesNarrative, Solo-Friendly, Fiction-First, Character-Driven, Sandbox, Low-Fantasy, Exploration, Theater of the Mind, CC-Licensed Rules, Random Tables
Core MechanicRoll 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.Roll an action die (d6) plus a stat and any adds, then compare the total to two d10 challenge dice. Beat both for a strong hit, beat one for a weak hit, and beat neither for a miss; ties go to the challenge dice. Positive momentum can be burned to cancel challenge dice below its value. Long-term challenges use a progress roll, which compares filled progress boxes to the challenge dice without an action die.
Diced6 + 2d10d6 + 2d10
ComplexityVery LowLow
AvailabilityFree core rulesFree core rules
Runnability3 of 5 book tools5 of 5 book tools
LicenseCC BY 4.0CC BY-NC-SA 4.0
Third-Party PublishingNot yet researchedCommercial publishing allowed — Ironsworn System Reference Document under CC BY 4.0
Summary only, not legal advice. Check current terms before publishing.
PublisherM. KirinShawn Tomkin
Year20232018
LanguagesEnglishEnglish, French, German, Spanish
Best ForSolo 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.Groups who want dark fantasy questing for one to four players, with fiction-first moves, oracle tables, and little or no GM preparation.
HighlightsFills 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 hackingVows tie advancement to the story: fulfilling a sworn quest earns the experience that buys new assets. Momentum gives every action roll a second layer: a strong position can cancel an unlucky challenge die, while a negative track can remove the action die entirely. The oracle tables turn open questions into prompts, giving solo and co-op groups enough procedural input to play without a GM.
ConsiderationsOracle tables can produce repetitive prompts over multiple sessions. Minimal mechanical depth limits replay variety. There is no structured campaign or arc progression.Progress tracks convert ticks and boxes at five ranks into a progress score, which takes a few rolls to internalize. Oracle results are prompts rather than answers, so a solo player must interpret them and can stall when a result seems contradictory. Combat and movement use no grid or positioning rules, so groups that want tactical placement must supply it themselves.