Ironsworn: Starforged vs Land of Eem
Compare Ironsworn: Starforged and Land of Eem side by side. See differences in complexity, dice, genre, and more.
| Ironsworn: Starforged | Land of Eem | |
|---|---|---|
| Genre | Sci-Fi | Fantasy |
| Tags | Narrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, CC-Licensed Rules, Random Tables | Narrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First |
| Core Mechanic | Roll 1d6 (action die) + stat vs. two d10 challenge dice. Beat both = strong hit, beat one = weak hit, beat neither = miss. Momentum meter (-6 to +10) can be burned to replace your action score. Moves resolve fiction; progress tracks measure quests, expeditions, and combat. Oracle tables generate story prompts for solo and co-op play. | Roll 1d12 + skill modifier. Results on a 5-tier scale: Complete Failure (1–2), Failure with a Plus (3–5), Success with a Twist (6–8), Success (9–11), Complete Success (12+). Advantage/disadvantage rolls 2d12 take best/worst. |
| Dice | d6 + 2d10 | d12 |
| Complexity | Low | Low |
| Availability | Free core rules | Free core rules |
| Runnability | 5 of 5 book tools | Book tools not listed |
| License | CC BY-NC-SA 4.0 | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Tomkin Press / Modiphius Entertainment | Exalted Funeral Press |
| Year | 2022 | 2023 |
| Languages | English | English |
| Best For | Solo or small-group sci-fi campaigns driven by sworn vows, with rich oracle tables, starship exploration, and collaborative worldbuilding: no GM required. | Groups who want lighthearted, story-driven fantasy adventure with whimsical tone, hex crawl exploration, and meaningful roleplay: where talking to monsters is often better than fighting them. |
| Highlights | Strong solo RPG design, 'Choose Your Truths' worldbuilding tailors the setting, large oracle chapter for emergent story, momentum system creates dramatic tension, three flexible play modes (solo/co-op/guided) | Whimsical tone encourages creativity, graduated success/failure keeps things interesting, detailed hex crawl and exploration rules, combat designed to be avoidable through parley, character story mechanics with relationships and personal quests |
| Considerations | Dense 400-page rulebook despite narrative focus, large move count to internalize, setting is human-centric by default, oracle-driven play can produce disjointed narratives without careful interpretation | Whimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting |