TTRPG Wiki

Compare tabletop RPG systems to find your next game

Ironsworn vs Scarlet Heroes

Compare Ironsworn and Scarlet Heroes side by side. See differences in complexity, dice, genre, and more.

IronswornScarlet Heroes
GenreFantasyFantasy
TagsNarrative, Solo-Friendly, Fiction-First, Character-Driven, Sandbox, Low-Fantasy, Exploration, Theater of the Mind, CC-Licensed Rules, Random TablesSolo-Friendly, Sandbox, Dungeon Crawl, Low-Prep, Random Tables, Heroic, Ascending AC
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.Checks: roll 2d8 + attribute modifier + highest relevant trait vs. difficulty number. Attacks: roll d20 + attack bonus vs. AC 20. Unique damage conversion: each damage die reads individually (1 = 0, 2–5 = 1 point, 6–9 = 2 points, 10+ = 4 points), making a single hero viable against hordes. Heroes roll a Fray die each round to auto-damage lesser enemies.
Diced6 + 2d102d8 / d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools4 of 5 book tools
LicenseCC BY-NC-SA 4.0OGL 1.0a
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 TomkinSine Nomine Publishing
Year20182014
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 players, duet groups (1 player + 1 GM), or anyone wanting to run classic old-school adventures without a full party: one hero can tackle any module.
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.Solo and duet scaling makes any old-school module playable with one hero, Fray die and damage conversion solve the action economy, solo oracle and adventure generators included, compatible with B/X and OSR modules, Red Tide setting included
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.Solo adventure tools require creative self-GMing, Red Tide setting is baked in (though easily reskinned), limited character options compared to full OSR games, older layout