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Ironsworn vs The One Ring

Compare Ironsworn and The One Ring side by side. See differences in complexity, dice, genre, and more.

IronswornThe One Ring
GenreFantasyFantasy
TagsNarrative, Solo-Friendly, Fiction-First, Character-Driven, Sandbox, Low-Fantasy, Exploration, Theater of the Mind, CC-Licensed Rules, Random TablesJourney, Corruption, Character-Driven, Tactical, Resource Management, Inventory Management, Low-Fantasy, Exploration, Licensed IP, Strong GM Support
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 a d12 Feat Die plus d6 Success Dice equal to the relevant skill rating, then total them against a target number. Gandalf’s rune succeeds automatically, while the Eye counts as zero and causes automatic failure for Miserable heroes. Sixes on successful rolls grant superior results.
Diced6 + 2d10d12 + d6 dice pool
ComplexityLowHigh
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY-NC-SA 4.0Proprietary
Third-Party PublishingCommercial publishing allowed — Ironsworn System Reference Document under CC BY 4.0No verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherShawn TomkinFree League Publishing
Year20182021
LanguagesEnglish, French, German, SpanishEnglish, Czech, French, German, Italian, Japanese, Polish, Portuguese, Spanish
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 Middle-earth campaigns where dangerous journeys and the struggle against corruption shape their heroes.
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.Journey roles give each hero responsibility for the company’s travel. Hope improves rolls while Shadow threatens heroes with lasting flaws. Fellowship phases provide recovery and personal undertakings between adventures.
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.The core’s cultures and virtues tie character options closely to Middle-earth. Carried equipment can make injured or fatigued heroes Weary. Repeated corruption can force a hero to retire.