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Ironsworn: Starforged vs Troika!

Compare Ironsworn: Starforged and Troika! side by side. See differences in complexity, dice, genre, cost, and more.

Ironsworn: StarforgedTroika!
GenreScifiFantasy, Scifi
Play StyleNarrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, Open Source, Random TablesRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
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.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced6 + 2d102d6
ComplexityLowVery Low
AccessibilityVery HighVery High
RunnabilityVery HighLow
LicenseCC BY-NC-SA 4.0Open (Troika! SRD)
Cost$$$
PublisherTomkin Press / Modiphius EntertainmentMelsonian Arts Council
Year20222019
Best ForSolo or small-group sci-fi campaigns driven by sworn vows, with rich oracle tables, starship exploration, and collaborative worldbuilding: no GM required.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
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)Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
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 interpretationInitiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth