Ironsworn

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Apr 25, 2025 9:38 pm
Has anyone made an Ironsworn custom character sheet?
Apr 25, 2025 10:18 pm
I made one for Ironsworn: Starforged, but it is a bit messy and never got generalised or posted. You can check out the character [link]

And here is the code:
[ +- ] Ironsworn: Starforged - Example
We can work on generalising it into a template if people like what it does.
Apr 25, 2025 10:51 pm
Awesome! 👍

I've only (very lightly) skimmed the rules, so I can't comment on any possible changes yet. Once I absorb all that info, I'll take a closer look.
Apr 26, 2025 4:50 pm
You can also find some alternative ones here: Char sheet repository
Apr 26, 2025 8:00 pm
Awesome x2!

I've seen the repository before, but for some reason I didn't realize all the sheets were listed in order at the beginning of the thread....
Apr 27, 2025 7:35 pm
@vagueGM, @TheGenerator: Since you both seem to have run Ironsworn before, I've got questions about mechanics.

If the game is GM-run:

For a strong hit: player advances narrative, within reason.

For weak hits and misses: GM takes control, imposes costs and setbacks.

GM also handles Fate Moves.

Is this accurate? The Ironsworn rules seem to want to cover every game type at once (single-player, co-op, and guided), so it's sometimes unclear how to handle certain things.
Apr 27, 2025 9:29 pm
I've never done a guided game. Perhaps vague has :)

But I feel like the actions give most of the narrative control to the players. In a guided game, I think the role of the GM is different in Ironsworn compared to something like D&D.

I think the role shifts from being "the one who tells the story" to being "the one who helps the PCs create their own story". Kinda like a teacher. You offer the PCs different options and paths.

Perhaps it's also possible to run Ironsworn with an existing dungeon in mind, but I'm honestly not sure how feasible it is. To me it seems that the mechanics get in the way of that idea.

This video might be useful to you. It's an example of a guided game.
Apr 27, 2025 11:04 pm
Quote:
But I feel like the actions give most of the narrative control to the players. In a guided game, I think the role of the GM is different in Ironsworn compared to something like D&D.
That's some of the appeal. The self-GMing, letting-the-dice-decide aspect reduces the GM burden that D&D has.

Still, I'm concerned players won't challenge themselves without at least some traditional GM guidance. "Oh, that's a miss? I, uh, break a fingernail. Yeah, that's it...."
Quote:
Perhaps it's also possible to run Ironsworn with an existing dungeon in mind, but I'm honestly not sure how feasible it is. To me it seems that the mechanics get in the way of that idea.
Have you checked out Delve, the expansion? It details the idea of Sites, which are areas for adventurers to explore. Also has some new mechanics for it. These probably won't be as fleshed out as a D&D dungeon, but still a cohesive themed area to pique interest.
Apr 27, 2025 11:49 pm
Totes_McGee says:
Still, I'm concerned players won't challenge themselves without at least some traditional GM guidance. "Oh, that's a miss? I, uh, break a fingernail. Yeah, that's it...."
You're absolutely right there! That's where the guide can steer things into an interesting direction.
Totes_McGee says:
Have you checked out Delve, the expansion?
Delve is a great addition imo. It really adds some fun flavor and new mechanics which are a nice change from the regular actions. Mostly for the exploration part. But it follows the same principles as the base game. You trigger an action, roll for an outcome and then interpret the dice to continue the story.

If you need someone to be your guinea pig, I'm more than happy to be a PC for you and you can just give a few things a try. See what works and what doesn't. :) Just let me know.
Apr 28, 2025 2:46 am
I have played the Iron Guide (as I call GMing Ironsworn). :)
Totes_McGee says:
... For a strong hit: player advances narrative, within reason. ...
I would say: For any Move the Guide gives the players as much rope as the Guide wants. Just like in any RPG. This is that 'within reason' clause. Decide on a case by case basis how much narrative control the players have. The game system gives the players strong tools to do a lot themselves, but having a Guide transfers much of that control to the Guide, play it by ear.
Totes_McGee says:
... For weak hits and misses: GM takes control, imposes costs and setbacks. ...
Or adds some caveats and lets the player advance the narrative, or lets the player advance the narrative and adds a price, or whatever makes sense. The Guide is always 'in control', though, shaping the world around the players, so these 'costs' and 'setbacks' were part of the narrative already and the players should be including them in their narrative. The Guide provides guidance and proportion.
Totes_McGee says:
... GM also handles Fate Moves. ...
Look to the text of each Fate Move (I can not look at my books right now). Some may allow the players to handle them themselves, the Guide should provide guiance.
Totes_McGee says:
... The Ironsworn rules seem to want to cover every game type at once ...
They do try to cover all bases. But really they focus on Solo and Coop, you will find 'GM advice' lacking.

First, I should ask: What are your motivations? While Ironsworn bills itself as 'working for Solo, Coop, and Guided play' its rules really are focused on playing without the need for a Guide, when you play with a Guide many of the Moves fight with you a bit.

Having a Guide means that they are the Oracle, so players don't engage with that part of the rules (most of the book really:), unless the Guide calls on them to do so.

The Guide can use the Oracles as much or as little as they like (just like in any game, but with the added benefit of having pre-made tables that fit the theme (and are very well made)). They can also include the players in the Oracle process as much as they want (personally I 'always' roll in the open, so would do so with Oracles as well). It is tempting to try keep players engaged by having them roll on the Oracle tables, but that has no mechanical effect, and just slows things down in PbP.

If you don't like the Oracle result, I recommend being open with the players and saying "It says '14: blah', but that does not make sense, how about we go with '15: blah' instead unless we prefer '13: eek!'" (It has been a while, I don't recall if Ironsworn includes the the 'rule' to 'use the option next to the result' if the dice result doesn't spark joy. I usually recommend looking one up and down, and even right and left in a multi-column table, when making Oracle rolls, because of this I don't like tools that roll and lookup Oracles for me and only show one result, I treat Oracles a 'area of the table' rather than a 'point'. But that's just me.) Oracles are a guide, feel free to ignore what they say if they don't fit.

Remember that, even in Solo play, you only roll when the answer is not already obvious, if you don't know what would happen. So, if the player and the table thinks a particular outcome is going to happen, and the Guide does not disagree, don't use the Moves. Though, be aware that many Moves drive the Progress mechanics, so don't skimp, it is always a balancing act. Many Moves won't get used, but this is always the case with Ironsworn, the style of game you are playing dictates which Moves are apropos (I have played a game where I never used any 'fight' moves, it was all social (and intrigue and magic)).
TheGenerator says:
... I think the role of the GM is different in Ironsworn compared to something like D&D. ...
Ironsworn is a big change from DnD, it might be a bridge too far if one is not already familiar with more story-focused games. It is a step on from Powered by the Apocalypse (PbtA) and probably assumes some familiarity with PbtA.
TheGenerator says:
... Perhaps it's also possible to run Ironsworn with an existing dungeon in mind, but I'm honestly not sure how feasible it is. To me it seems that the mechanics get in the way of that idea. ...
As I don't tend to run existing dungeons, I can not comment too much, but I don't think that would be easy to do in a game designed around generating content on the fly (via random tables).
Totes_McGee says:
... Have you checked out Delve, the expansion? ...
I have read it, but never used it in play. As TheGenerator says, it mainly adds more options specific to 'dungeons', but they are still random options, so would fight you if you used them with a set dungeon.

If you have a pre-made dungeon or adventure and want to run it with Ironsworn, only use the Ironsworn Moves or Oracles where the module does not already answer your questions. To me, this seems a sub-optimal use of both tools, I would rather go with a different tool in such a case. Mythic Game Master Emulator (2e) would probably be my first choice (but that is about playing without a GM, so probably off-topic).
Totes_McGee says:
... I'm concerned players won't challenge themselves ...
As stated, your role as a Guide is that of a teacher. But you also control how much the players can get away with. In your scenario, I might let the players say what happens, if they 'break a nail' I would avoid chastising them and just say "yes, and..." and add on the real cost in addition to their broken nail. Incorporate the player's contributions of possible, but there is no need to turn the broken nail into the cause of the cost.

Don't imply to the players that their's is the only say, encourage them to add details and you finalise the outcome. The more they engage with the joy of negative outcomes, the less you will have to add. Teach them that these are not things to be avoided and weaseled out of, the costs are part of the fun. If they don't find 'failure' fun this might not be the sort of game for them?
Apr 28, 2025 7:14 am
As vague mentions, even in a guided game I would treat it as a coop game. Just one where the GM has no character.

Btw, another thing Ironsworn is pretty good at is to create a dungeon. You can play a solo delve and write down all the rooms you enter and the challenges you come up with. When you've finished, you have a newly generated dungeon.
Apr 28, 2025 7:17 am
vagueGM says:
if they 'break a nail' I would avoid chastising them and just say "yes, and..." and add on the real cost in addition to their broken nail.
After playing this game a few times solo, there have been moments where I thought breaking a nail would be a nice respite from all the terrible things I had already come up with for previous failures! Haha :D
Apr 28, 2025 8:14 am
A change of pace is nice. :)

I have found that, when you let the players say what bad things happen to them, a majority of them will embrace that, many will come up with much worse things than the GM would (they are often more willing inflict permanent disfigurement on their characters than a GM should), but they often don't know the full stakes, so may propose wildly out of proportion consequences and you may need to dial it back more than you need to add 'more bad'.

Trust your players, but also teach them to become the sorts of players that can be trusted to put the story before their own egos.
Apr 28, 2025 10:38 pm
@vagueGM: Thanks for the detailed response. Glad to see I'm not the only one who found GM advice lacking.

For my motivations: I actually picked up Ironsworn for its co-op opportunities. But then my GM side took over as I read through the rules, and I started creating Old Gods, quests, locations of interest, etc.

I think my best bet is to blend the two styles. Play co-op, but still be a pseudo-GM. Only take charge if someone's going off the rails.
Quote:
If you need someone to be your guinea pig, I'm more than happy to be a PC for you and you can just give a few things a try. See what works and what doesn't. :) Just let me know.
Thanks for the offer! I'm still digesting everything, so don't know when I'm be ready to roll...or even if I'll use Ironsworn rules at all. But if I need someone to torture help me playtest, I'll let you know.
Apr 29, 2025 6:32 am
Totes_McGee says:
... then my GM side took over as I read through the rules, and I started creating ...
Yes. That happens. :)

If reading a rulebook does not make one do that as one reads, then I fear there is something wrong with the rules. :)
Totes_McGee says:
... Play co-op, but still be a pseudo-GM. Only take charge if someone's going off the rails. ...
I always worry about this slipping into a GM-PC scenario. Guard against that.

With most GM-less games, especially when the players are new, I recommend one player take on the role of 'Facilitator', doing the non-GM parts that a GM inevitably ends up doing: teaching rules, herding cats, getting everyone on the same page, resolving player disputes, imparting momentum into the story when it lags, scattering story-seeds to get things going, ...

Later Belonging Outside Belonging (BoB) games (after Dream Askew/Dream Apart) started including a Facilitator role in their expectations and rules, because many games floundered without someone to take charge in those ways. Maybe take a look there for guidance. (I could dredge up names, but it will depend on what you have access to, a web search should give you examples.)
Apr 29, 2025 4:12 pm
I always wanted to give Ironsworn a try. I got it, and delve during an Itch.io bundle, but I don't really have the discipline to play solo, and could never really find a group that was experienced enough in it that wanted to play.
Apr 29, 2025 9:11 pm
I also tried to play it solo at the table and failed. I did one short session and never returned. It was easier for me to do it here in PbP because it becomes more like writing a story and you can pretend there's an audience. (Sometimes you don't even have to pretend!)
Though I quit at some point when I ran out of ideas that were of interest to me. Things weren't really going the way I had hoped. Which sounds a bit odd for a game that you are completely creating on your own. Hehe :D I found it difficult to keep coming up with fun setbacks and twists.

My most fun experience with Ironsworn was at the table with a friend of mine who I know has a similar way of RPing to mine.

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