Ironsworn: Starforged vs Mothership
Compare Ironsworn: Starforged and Mothership side by side. See differences in complexity, dice, genre, cost, and more.
| Ironsworn: Starforged | Mothership | |
|---|---|---|
| Genre | Scifi | Scifi, Horror |
| Play Style | Narrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, Open Source, Random Tables | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced |
| 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 d100 under stat/skill. Stress and panic mechanics escalate tension. |
| Dice | d6 + 2d10 | d100 |
| Complexity | Low | Low |
| Accessibility | High | High |
| Community | Medium | Medium |
| License | CC BY-NC-SA 4.0 | 3rd Party License |
| Cost | $$ | $ |
| Publisher | Tomkin Press / Modiphius Entertainment | Tuesday Knight Games |
| Year | 2022 | 2022 |
| 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. | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. |
| 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) | Rules-light, well-regarded module library, panic system creates mechanical tension |
| 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 | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play |