It's because of these two channels that I've become interested in RPGs again - not even playing, but just reading the rules books and adventure modules, the fantasy elements, the dark atmospheres - it's about using your imagination for creating art and music - adults should never lose that creative spark.
Absolutely love this system. After forty years of on/off group rpg-play, this system introduced me to solo rpg play and I haven’t looked back. It is the standard I use to measure all other systems against.
Anyone who has any doubts about this game should just go ahead and pick it up, given that the PDF is free. It's quite good. Some of my thoughts: Regarding the stock photos: I always like nice art in my RPGs, as I am sure most people do. Crappy art can turn me off, while good art can help to raise my interest. When I saw that Ironsworn was using photos, I was initially a bit iffy, but once I started reading the book, I found them to be fantastically evocative. The book is beautiful. Regarding Moves: I never played any PbtA games, partly because I read a bit about them and their use of moves. This review seems to suggest what I used to think myself before actually looking at the book: that when taking action, the player can *only* select from a limited selection of moves. Sort of like a Choose Your Own Adventure book. But rather than looking at it as "Select a predetermined move and fit it into the story" it's actually "decide what you want to do, whatever that may be, and then select a move that is appropriate to your decision." That is a huge difference and was the key to me actually deciding to give Ironsworn a try. The game may seem to limit your choices by having a list of Moves, but in actual play, you do anything you want. The game is quite nicely thought-out and balanced and if you watch any of the playthroughs here on UA-cam, it is amazing how random rolls on the Oracles can lead to brilliant stories with a bit of imagination. Me, Myself, and Die, mentioned in the video, is a great example. Trevor does emphasize a lot of rolling and randomness, whereas some others might focus more on the fiction with occasional narrative prompts, but that just goes to show that you can play many different ways. And since some people like to ask "how long is a session?" it can really be as long as you want. You could spend a full afternoon in the Ironlands if you wish, or as little as 10 minutes. Also: Curse you for introducing me to ArcKnight. Those are really nice and I want them, with no means of affording them. Lol
One small little mistake, it is called Mythic not Mystic , and Mythic (Red book) is an roleplay game by it self to but the Mythic (Blue book) is just the Oracle part to play with others rpgs. Good review btw
You are clear and concise and you have each section delineated in the video. (What are those called...chapters?) Thank you! So many other channels have 5 minutes of irrelevant talking you have to sift through and you never know where to go back to review anything.
Hey man, thanks for the The Augur for Ironsworn. Really helped me learn how to play it. Anyone wanting a well polished and easy to use app for Ironsworn should check this out.
For marking on quality cards, in any game, get penny sleeves and mark on those. Since they're so cheap you can just toss the previous one and use a new one next time, or use something like a wet erase marker. I started doing this with games like the original Pathfinder Adventure Card Game a few years ago.
This game overall sounds amazing, I especially like the use of aspects to overall elevate the game. As long as it’s balanced I really enjoy TTRPGs that don’t have classes but instead you make your own sort of class by mixing and matching your own abilities.
Happy New Year 2021 Dave. Thanks to you and Mr. Devall's wonderful show, Me, Myself and Die, i am able to play and understand Ironsworn by myself now. It's a really wonderful game. Thank you so much Dave. I hope you and all your loved ones have a wonderful year ahead.
I was confused by mechanics as well when I read the rules. But I tried playing solo to see how it works in practice and I must say I wasn't thrilled like this by an RPG for a very long time. Since then I played it (GM-less co-op) several times with different people. They were all confused by the idea of the moves, but roughly after an hour of playing, every single one of them cought on and we created some nail-biting stories. Embrace the rolls, use your creativity, and it will allow you to make some tense narratives.
After reading glowing reviews, I bought the game and read through it, but I am just left very confused by all the rules and moves. I played a solo D&D game using a simple random generator and yes/no rolls for the DM and it was very fun. Why use Ironsworn?
@@TheCharlesFr If you liked solo play, Ironsworn was designed for it (and for co-op GMless play). It focuses on narrative, and allows you to create and discover the world as you play. I understand the confusion, I was confused too, and I have experience with more then dozen RPGs. My advice - if you read the rules, just try playing. It will sort itself out, and you require no preparation. There is also a podcast from Ironsworn's creator, which shows very nicely how the gameplay looks like. Or, if you're interested, here's my (yet unfinished) solo play - both mechanics and narrative. docs.google.com/document/d/1nPIQ5GU9-0d3igmuZvpwyuIX3EJ1vBpbLWb1s76Y2xQ/edit?usp=sharing
@@TheCharlesFr It doesn't take as much effort as it seems, I tried it with several players, after an hour or two they got it :) In any case, good luck to you :)
What if one doesn't like the setting, the vows and the moves system? Is what remains still really good or is it castrated too much without the things I mentioned - for solo play?
Another excellent review, Dave! I have a bit of apprehension of playing solo RPGs but you have given me the courage to go it alone...Just remember, if you polish it more than once, you're playing with it-hehehe
I was afraid that people were going to get up in arms about my masturbation metaphor with the sword polishing, but no one seemed to notice or care. But you noticed. And cared. Happy Thanksgiving.
For me a further pro is the 'stock photo' art, that powerfully sets the mood and tone of the game, whilst providing a fairly unique aesthetic. The images have been manipulated and enhanced to evoke the grim fantasy of Ironsworn. The images just pop out of the pages and make you want to play. It's a great game and plays simply after a session or two.
Awesome walk through! For the last year or so the only TRPGs I've run or played are D&D 5e and Ironsworn. I'm looking at Vaesen and Mothership, but probably won't get to these for another year. I agree on the Moves. If a player has never encountered them in PbtA games like Dungeon World, etc., there's a bit of a climb to incorporate them seamlessly into play, but like you say, once you've played a bit the moves become second nature. I think Ironsworn's the only non-d20 game that has that d20 dice rolling magic and feel. I know players who refuse to give up their 20-sided, and I would say that as far as the feel of the dice and apparent tension in each roll, there's something equally consequential and capricious when you throw two D10s and a D6 in one go. Much better IMO than the PbtA standard 2d6, which is both simple and powerful. Ironsworn's 2d10 + 1d6 adds an elegant tactile edge to the strong hit, weak hit, miss results, and at the same time carefully integrates the values on the Challenge into other game mechanics including Momentum. Just a beautiful system.
Hi Dave thank you for the great review as always. I have tried to read and understand the Ironsworn mechanics by myself but had a hard time undertanding it. Your explanation help me so much. It's a lot easier when i follow your explanation. I'll try playing Ironsworn again in the future. Thank you very much Dave. Are you interested in reviewing the newly released Cyberpunk RED core rulebook Dave?
Thanks, I’m really glad to hear I was able to help. RED’s setting interests me greatly but the mechanics don’t really inspire me that much. Maybe I’ll split it and just review the setting or something.
I see. I understand. I'll be waiting for your insight then. Good luck on all your future videos and projects, Dave. Your channel is such an awesome place for looking for interesting RPG systems. Best regards.
This is one of those systems where if you're not familiar with the style of game it is, it reads like nonsense, but if you really try to meet the game where it's at and just follow the flowchart, everything just *clicks.*
This game looks like a lot, but definitely going to check it out. Seems like it should be good at least for idea mining, and a solo RPG seems like a good thing to have in the dark winter of this global pandeminc.
I recommend tracking down the Discord channel if you start getting into this game. The people there are awesome and very creative. Very supportive too.
Thanks for the video! , is very useful because right now in Verkami there is a Spanish translation, so now i know if i want to buy it or not. Keep like this, a hug form Spain.
I've been eyeing this over the holidays and really considering it - what would people say is the biggest hurdle to get over? Is it all the moves mentioned in this video?
@@DaveThaumavore amazing I Just was able to get the game by backing as a last chance pledge deluxe edition super hyped! I havnt had a chance to play play original but I had to get the new edition as the first experience for myself.
I am new to RPGs (pen and paper). Can someone please explain what the difference between a "move" and a skill check in a game like D&D or Shadowrun is?
No real difference but it's not just pass or fail. The moves are designed to move the story along. You can pass a test, pass a test but with some other impact, or a fail. It's a great system and fairly easy to pick up.
Skills in typical RPGs define what the character can specifically do, and how well - they define certain activities, trades, qualifications. the "Moves" from Apocalypse World and games inspired by it are something different - as a "fiction first" game, Moves define how mechanics are used to affect narration first - even if they are often influenced by the character's various traits, which can make them deviously similar to "skill checks". To the point - skills define the literal skills of the character and are rolled when the character does something relevant to that skill - and result of the roll indicates the success or failure of the attempt. Meanwhile Moves are sets of conditions indicating that, when the narrative/fiction steers in a certain way, a roll might be necessary to be made to determine the outcome; while the rolls are often influenced by character's various numerical values, the outcome often isn't restricted to effects of that character's action, they can sometimes include external (mis)fortune. RPGs which use skill system, AFAIK, do not use Moves, and vice versa. The Moves are a relatively new invention, anyway.
Thanks for the shout-out, Dave!
Of course, man! You’re doing awesome work.
It's because of these two channels that I've become interested in RPGs again - not even playing, but just reading the rules books and adventure modules, the fantasy elements, the dark atmospheres - it's about using your imagination for creating art and music - adults should never lose that creative spark.
@@davelanciani-dimaensionx Happy to hear that, and I agree about the spark!
Absolutely love this system. After forty years of on/off group rpg-play, this system introduced me to solo rpg play and I haven’t looked back. It is the standard I use to measure all other systems against.
Yeah, it is pretty genius. Without a doubt.
Hands down, this is the best "rules overview" video for ironsworn there is on youtube. Thank you very much!
Thanks for saying so. Glad you found it helpful!
Anyone who has any doubts about this game should just go ahead and pick it up, given that the PDF is free. It's quite good.
Some of my thoughts:
Regarding the stock photos: I always like nice art in my RPGs, as I am sure most people do. Crappy art can turn me off, while good art can help to raise my interest. When I saw that Ironsworn was using photos, I was initially a bit iffy, but once I started reading the book, I found them to be fantastically evocative. The book is beautiful.
Regarding Moves: I never played any PbtA games, partly because I read a bit about them and their use of moves. This review seems to suggest what I used to think myself before actually looking at the book: that when taking action, the player can *only* select from a limited selection of moves. Sort of like a Choose Your Own Adventure book. But rather than looking at it as "Select a predetermined move and fit it into the story" it's actually "decide what you want to do, whatever that may be, and then select a move that is appropriate to your decision." That is a huge difference and was the key to me actually deciding to give Ironsworn a try. The game may seem to limit your choices by having a list of Moves, but in actual play, you do anything you want.
The game is quite nicely thought-out and balanced and if you watch any of the playthroughs here on UA-cam, it is amazing how random rolls on the Oracles can lead to brilliant stories with a bit of imagination. Me, Myself, and Die, mentioned in the video, is a great example. Trevor does emphasize a lot of rolling and randomness, whereas some others might focus more on the fiction with occasional narrative prompts, but that just goes to show that you can play many different ways.
And since some people like to ask "how long is a session?" it can really be as long as you want. You could spend a full afternoon in the Ironlands if you wish, or as little as 10 minutes.
Also: Curse you for introducing me to ArcKnight. Those are really nice and I want them, with no means of affording them. Lol
One small little mistake, it is called Mythic not Mystic , and Mythic (Red book) is an roleplay game by it self to but the Mythic (Blue book) is just the Oracle part to play with others rpgs.
Good review btw
Yikes, you're right. The worst part about that is that I own the Mythic card deck! Thanks for the correction.
You are clear and concise and you have each section delineated in the video. (What are those called...chapters?) Thank you! So many other channels have 5 minutes of irrelevant talking you have to sift through and you never know where to go back to review anything.
There is a fairly comprehensive character sheet for this on Roll20, which helps a lot with keeping all of the Oracles and Moves straight for you.
The visual quality and informational content of your review is excellent, thank you for the index you put in the description too
Thanks! Glad you found it worth watching.
Excellent, this is incredibly helpful for people new to the game. You have quite a talent for explaining complex mechanics.
Hey man, thanks for the The Augur for Ironsworn. Really helped me learn how to play it. Anyone wanting a well polished and easy to use app for Ironsworn should check this out.
@@jackwilkinson7040 thanks!! Really glad you enjoyed using it!
For marking on quality cards, in any game, get penny sleeves and mark on those. Since they're so cheap you can just toss the previous one and use a new one next time, or use something like a wet erase marker. I started doing this with games like the original Pathfinder Adventure Card Game a few years ago.
Please don't buy penny sleeves just to toss them. Use a dry erase marker like you mentioned. We don't need more plastic in the ground.
I'm looking into this game for GM-less play (quasi-forever GM here). I found your review concise and helpful.
Great breakdown. I've played a few sessions and I think I am starting to get the hang of it......definitely lots of moves.
Thank you sir! Great review and cool shout out to an actual play!
This game overall sounds amazing, I especially like the use of aspects to overall elevate the game. As long as it’s balanced I really enjoy TTRPGs that don’t have classes but instead you make your own sort of class by mixing and matching your own abilities.
Happy New Year 2021 Dave. Thanks to you and Mr. Devall's wonderful show, Me, Myself and Die, i am able to play and understand Ironsworn by myself now.
It's a really wonderful game. Thank you so much Dave.
I hope you and all your loved ones have a wonderful year ahead.
I absolutely love your reviews. I think you are the best I've seen in explaining rules clearly and to their heart.
Thanks for saying so!
Grade A review as always!
I was confused by mechanics as well when I read the rules. But I tried playing solo to see how it works in practice and I must say I wasn't thrilled like this by an RPG for a very long time. Since then I played it (GM-less co-op) several times with different people. They were all confused by the idea of the moves, but roughly after an hour of playing, every single one of them cought on and we created some nail-biting stories. Embrace the rolls, use your creativity, and it will allow you to make some tense narratives.
After reading glowing reviews, I bought the game and read through it, but I am just left very confused by all the rules and moves. I played a solo D&D game using a simple random generator and yes/no rolls for the DM and it was very fun. Why use Ironsworn?
@@TheCharlesFr If you liked solo play, Ironsworn was designed for it (and for co-op GMless play). It focuses on narrative, and allows you to create and discover the world as you play. I understand the confusion, I was confused too, and I have experience with more then dozen RPGs. My advice - if you read the rules, just try playing. It will sort itself out, and you require no preparation. There is also a podcast from Ironsworn's creator, which shows very nicely how the gameplay looks like. Or, if you're interested, here's my (yet unfinished) solo play - both mechanics and narrative. docs.google.com/document/d/1nPIQ5GU9-0d3igmuZvpwyuIX3EJ1vBpbLWb1s76Y2xQ/edit?usp=sharing
@@jozeffrajkor835 I guess I'll have to find the time to really put in effort to try it despite knowing I already have options that work.
@@TheCharlesFr It doesn't take as much effort as it seems, I tried it with several players, after an hour or two they got it :) In any case, good luck to you :)
What if one doesn't like the setting, the vows and the moves system? Is what remains still really good or is it castrated too much without the things I mentioned - for solo play?
Another excellent review, Dave! I have a bit of apprehension of playing solo RPGs but you have given me the courage to go it alone...Just remember, if you polish it more than once, you're playing with it-hehehe
I was afraid that people were going to get up in arms about my masturbation metaphor with the sword polishing, but no one seemed to notice or care. But you noticed. And cared. Happy Thanksgiving.
For me a further pro is the 'stock photo' art, that powerfully sets the mood and tone of the game, whilst providing a fairly unique aesthetic. The images have been manipulated and enhanced to evoke the grim fantasy of Ironsworn. The images just pop out of the pages and make you want to play. It's a great game and plays simply after a session or two.
Awesome walk through! For the last year or so the only TRPGs I've run or played are D&D 5e and Ironsworn. I'm looking at Vaesen and Mothership, but probably won't get to these for another year. I agree on the Moves. If a player has never encountered them in PbtA games like Dungeon World, etc., there's a bit of a climb to incorporate them seamlessly into play, but like you say, once you've played a bit the moves become second nature. I think Ironsworn's the only non-d20 game that has that d20 dice rolling magic and feel. I know players who refuse to give up their 20-sided, and I would say that as far as the feel of the dice and apparent tension in each roll, there's something equally consequential and capricious when you throw two D10s and a D6 in one go. Much better IMO than the PbtA standard 2d6, which is both simple and powerful. Ironsworn's 2d10 + 1d6 adds an elegant tactile edge to the strong hit, weak hit, miss results, and at the same time carefully integrates the values on the Challenge into other game mechanics including Momentum. Just a beautiful system.
I totally agree about the tactile quality of the dice roll. It really feels like "rollin' bones."
Been waiting for this one!!
Damn, I wanna play Vinland Saga with this.
It's the best solo-RPG system on the market. Period.
Hi Dave thank you for the great review as always. I have tried to read and understand the Ironsworn mechanics by myself but had a hard time undertanding it. Your explanation help me so much. It's a lot easier when i follow your explanation. I'll try playing Ironsworn again in the future. Thank you very much Dave.
Are you interested in reviewing the newly released Cyberpunk RED core rulebook Dave?
Thanks, I’m really glad to hear I was able to help.
RED’s setting interests me greatly but the mechanics don’t really inspire me that much. Maybe I’ll split it and just review the setting or something.
I see. I understand. I'll be waiting for your insight then.
Good luck on all your future videos and projects, Dave. Your channel is such an awesome place for looking for interesting RPG systems. Best regards.
Great review, makes me want to look more into solo RPGs, never really gave them a chance, but it's the perfect time considering the pandemic. Cheers.
There are solo engines that allow you to play any RPG solo. Free ones, ones you can buy & they come as simple or as complex as you wish.
@@Mind_of_MATT I'll definitely be looking into them more, any one in particular you recommend?
This is one of those systems where if you're not familiar with the style of game it is, it reads like nonsense, but if you really try to meet the game where it's at and just follow the flowchart, everything just *clicks.*
This game looks like a lot, but definitely going to check it out. Seems like it should be good at least for idea mining, and a solo RPG seems like a good thing to have in the dark winter of this global pandeminc.
I recommend tracking down the Discord channel if you start getting into this game. The people there are awesome and very creative. Very supportive too.
Thanks for the video! , is very useful because right now in Verkami there is a Spanish translation, so now i know if i want to buy it or not. Keep like this, a hug form Spain.
I’m happy to have been able to help!
Support the channel by joining my Patreon! www.patreon.com/thaumavore
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I've been eyeing this over the holidays and really considering it - what would people say is the biggest hurdle to get over? Is it all the moves mentioned in this video?
Do you have any updated thoughts about the game since this video came out?
Will you be doing a video for The new Ironsworn StarForged? 😀
F*ck yeah I will.
@@DaveThaumavore amazing I Just was able to get the game by backing as a last chance pledge deluxe edition super hyped! I havnt had a chance to play play original but I had to get the new edition as the first experience for myself.
I am new to RPGs (pen and paper).
Can someone please explain what the difference between a "move" and a skill check in a game like D&D or Shadowrun is?
No real difference but it's not just pass or fail. The moves are designed to move the story along. You can pass a test, pass a test but with some other impact, or a fail. It's a great system and fairly easy to pick up.
Skills in typical RPGs define what the character can specifically do, and how well - they define certain activities, trades, qualifications.
the "Moves" from Apocalypse World and games inspired by it are something different - as a "fiction first" game, Moves define how mechanics are used to affect narration first - even if they are often influenced by the character's various traits, which can make them deviously similar to "skill checks".
To the point - skills define the literal skills of the character and are rolled when the character does something relevant to that skill - and result of the roll indicates the success or failure of the attempt.
Meanwhile Moves are sets of conditions indicating that, when the narrative/fiction steers in a certain way, a roll might be necessary to be made to determine the outcome; while the rolls are often influenced by character's various numerical values, the outcome often isn't restricted to effects of that character's action, they can sometimes include external (mis)fortune.
RPGs which use skill system, AFAIK, do not use Moves, and vice versa. The Moves are a relatively new invention, anyway.
I'm not gonna pretend I understood even one word of that
What is the name of the song that starts at 5:13? Thx in advance.
Before the Fight by Michael Vignola
@@DaveThaumavore thank you! By the way, great review!