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Ironsworn hero art
Shawn Tomkin / Ironsworn RPG

Ironsworn

"One player. One world. Vows that cannot be broken."

Dice2d6 + d10
Players1–4
Prep~0 min
Foundry VTT
Complexity
What is this system

Ironsworn is THE dark fantasy solo RPG. Free, complete, uncompromising. Play alone, co-op with a GM, or fully GM-less — the same rules support all three modes. Inspired by Powered by the Apocalypse: moves, not rules — narrative always first. Oracles generate the world, threats, and unexpected twists right at the table. Zero prep. Just vows, stakes, and iron.

Setting

The Ironlands — a grim, hostile north. Not heroic fantasy with dragons and taverns — here people cling to survival at the edge of a scorched world. Clans, feuds, dark forests, forgotten ruins. Inspiration: Norse myth, Celtic melancholy, and the feeling of a besieged frontier. Every quest isn't 'save the world' — it's 'survive. Fulfill the vow. Die with honor.'

What it looks like at the table
You're alone. The village is ash. You press your hand to a piece of iron and swear: 'I will find those who did this.' Roll on Swear a Vow — 5 against 7 and 3. Weak hit: the vow is accepted, but the Fates (you, via the oracle) add a complication. You enter the forest. Roll an encounter — 'A threat approaches.' Oracle: 'A wolf? No. Something larger.' You write it in your journal. The story unfolds.
Playstyle
Solo Exploration Narrative Combat Fantasy
Key mechanics

Iron Vows

Every quest begins with a sworn vow on iron. A progress track shows how far you've come. Breaking a vow means losing part of yourself.

Three play modes

Full solo (you and the oracles), co-op GM-less (everyone shapes the narrative together), or classic with a GM. One ruleset — three distinct experiences.

Oracles & the Fates

Tables for random events, NPCs, threats, and places stand in for a GM. Ask a question — roll the dice — interpret. The world builds itself.

PbtA-style moves

No rule for every situation — only moves. Face danger, undertake an expedition, aid an ally. Failures earn experience. Successes raise the stakes.

What people say
Ironsworn advanced the art of solo adventure game design by leaps and bounds, bringing innovative techniques and systems to the form and helping to introduce solo rpgs to a new generation of players. It's a masterpiece.— John Harper, designer of Blades in the Dark
Ironsworn is one of the smartest, best designed, TTRPGs I've ever played, and more than that I think it's an incredible tool for writers and creatives.— Mara Holmes, streamer and author
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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