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Ironsworn vs Land of Eem

Compare Ironsworn and Land of Eem side by side. See differences in complexity, dice, genre, and more.

IronswornLand of Eem
GenreFantasyFantasy
TagsNarrative, Solo-Friendly, Fiction-First, Character-Driven, Sandbox, Low-Fantasy, Exploration, Theater of the Mind, CC-Licensed Rules, Random TablesNarrative, Exploration, Rules-Light, Beginner-Friendly, Hexcrawl, Theater of the Mind, Fiction-First
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 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 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 TomkinExalted Funeral Press
Year20182023
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.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.
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.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
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.Whimsical tone won't suit every group, combat is intentionally simple and abstract, tightly tied to its own setting