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Ironsworn vs Ironsworn: Starforged

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

IronswornIronsworn: Starforged
GenreFantasySci-Fi
TagsNarrative, Solo-Friendly, Fiction-First, Character-Driven, Sandbox, Low-Fantasy, Exploration, Theater of the Mind, CC-Licensed Rules, Random TablesNarrative, Solo-Friendly, Sandbox, Exploration, Fiction-First, Theater of the Mind, Worldbuilding, Character-Driven, CC-Licensed Rules, Random Tables
Core MechanicRoll an action die (d6) plus a stat and any adds, then compare the total to two d10 challenge dice. Beat both for a strong hit, beat one for a weak hit, and beat neither for a miss; ties go to the challenge dice. Positive momentum can be burned to cancel challenge dice below its value. Long-term challenges use a progress roll, which compares filled progress boxes to the challenge dice without an action die.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.
Diced6 + 2d10d6 + 2d10
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY-NC-SA 4.0CC BY-NC-SA 4.0
Third-Party PublishingCommercial publishing allowed — Ironsworn System Reference Document under CC BY 4.0Not yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherShawn TomkinTomkin Press / Modiphius Entertainment
Year20182022
LanguagesEnglish, French, German, SpanishEnglish
Best ForGroups who want dark fantasy questing for one to four players, with fiction-first moves, oracle tables, and little or no GM preparation.Solo or small-group sci-fi campaigns driven by sworn vows, with rich oracle tables, starship exploration, and collaborative worldbuilding: no GM required.
HighlightsVows tie advancement to the story: fulfilling a sworn quest earns the experience that buys new assets. Momentum gives every action roll a second layer: a strong position can cancel an unlucky challenge die, while a negative track can remove the action die entirely. The oracle tables turn open questions into prompts, giving solo and co-op groups enough procedural input to play without a GM.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)
ConsiderationsProgress tracks convert ticks and boxes at five ranks into a progress score, which takes a few rolls to internalize. Oracle results are prompts rather than answers, so a solo player must interpret them and can stall when a result seems contradictory. Combat and movement use no grid or positioning rules, so groups that want tactical placement must supply it themselves.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