Ironsworn: Starforged vs The Wildsea
Compare Ironsworn: Starforged and The Wildsea side by side. See differences in complexity, dice, genre, and more.
| Ironsworn: Starforged | The Wildsea | |
|---|---|---|
| Genre | Sci-Fi | Fantasy |
| Tags | Narrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, CC-Licensed Rules, Random Tables | Exploration, Narrative, Ship-Based, Worldbuilding, Character-Driven, Collaborative, Fiction-First, Tag-Based |
| 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 a d6 dice pool: 6 is a full success, 4–5 is a partial success, 1–3 is a failure. Doubles of any value trigger a Twist: something unexpected happens. Characters are defined by Aspects (gear, abilities, cultural traits) with associated damage tracks. Progress clocks (tracks) are used universally for combat, crafting, healing, and journeys. Drives give characters personal goals that earn advancement. |
| Dice | d6 + 2d10 | d6 dice pool |
| Complexity | Low | Low |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | CC BY-NC-SA 4.0 | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Tomkin Press / Modiphius Entertainment | Mythworks (Felix Isaacs) |
| Year | 2022 | 2023 |
| Languages | English | English, Italian, French |
| 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 exploration-driven campaigns in a wildly original setting: sailing chainsaw ships across living treetops with a diverse crew of humans, cactus-folk, spider hive-minds, and moth-people. |
| 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) | Seven playable species including cactus-folk, spider hive-minds, and moth-people, track system unifies combat, crafting, healing, and journeys under one mechanic, Silver ENnie winner for Best Writing, character creation uses modular Aspects (gear, abilities, cultural traits) |
| 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 | Track-based resolution uses the same clock mechanic for all conflict types, d6 dice pool with doubles-as-Twist is the only resolution mechanic, equipment and aspect lists lack a comprehensive index, setting-specific: tied to the treetop-ocean world |