TTRPG Wiki

Compare tabletop RPG systems to find your next game

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: StarforgedLand of Eem
GenreSci-FiFantasy
TagsNarrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, CC-Licensed Rules, Random TablesNarrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First
Core MechanicRoll 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.
Diced6 + 2d10d12
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book toolsBook tools not listed
LicenseCC BY-NC-SA 4.0Proprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherTomkin Press / Modiphius EntertainmentExalted Funeral Press
Year20222023
LanguagesEnglishEnglish
Best ForSolo 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.
HighlightsStrong 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
ConsiderationsDense 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 interpretationWhimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting