I recently wanted to see all the Ironsworn moves together on one sheet of paper. I got pretty close (two pages) and stripped the moves down to their mechanical components, which illuminated a bunch of interesting interactions between the moves. You can download the PDF at the bottom of this post for yourself. These are the most interesting discoveries I made by viewing the moves in this way: Experience is only earned by successfully fulfilling a vow. I've read that the Starforged system expanded the number of moves that earn experience, although that's not enough of a reason for me to switch yet since I'm still getting the hang of things. Stats Modifiers (i.e., +edge, +heart, +iron, +shadow, or +wits) have a slightly unbalanced distribution. The most commonly referenced modifier is +heart, followed by +wits for travel moves, +edge and +iron for combat moves, and +shadow as the least common. Of course, all five options are available for the two most common moves, Face...
Despite having played a handful of Ironsworn sessions already, I'm still somewhat confused by Moves, Progress Trackers, Debilities and other statuses, and something called a Scene Challenge. As mentioned in my previous post, I have a fairly straightforward plan: I want to go through the entire rulebook with a mission to test out all of these principles that confuse me using actual play. So here we go! Moves & Progress Trackers My first test actual play resulted in a few adventurers completing a journey progress track, and I rolled the Reach Your Destination progress move when they were at a progress score of 6. To some extent, this progress move felt like, "I already narrated their entire journey, so it feels pointless to roll for them to complete the journey." And when I got a weak hit as the result, I didn't feel any sense of inspiration by the introduction of complications to their success, instead I felt like it was unnecessarily burdening their success. Was ...