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Some thoughts I jotted down while playing Ironsworn using the rules from Starforged.

Forgesworn

An unofficial guide to backporting Ironsworn: Starforged. https://www.ironswornrpg.com

Overview

This guide assumes that you are playing with the Ironsworn: Delve supplment. If you are not, simply ignore those moves.

Ironsworn: Starforged will be referred to as Starforged. Ironsworn and Starforged may be abbreviated as IS and SF respectively.

This is a relatively opinionated documented.

Your Character

New Characters

Update your character sheet:

  • Ignore the Ironsworn bonds track. Add the three new legacy tracks (quests, bonds, and discoveries) from Starforged to the character sheet.
  • Use the impacts section from Starforged but ignore the indebted, battered, and cursed impacts.

During character creation:

  • When choosing your starting assets: choose two assets from the path and combat talent categories, then choose a third asset from any category.
  • Do not create any bonds. Instead, Make a Connection and take an automatic strong hit.

Existing Characters

TBD; but here are some thoughts:

If you've kept track of your completed vows, their rank, and the Fulfill Your Vow results, then you may choose to use that information to fill in your quests legacy track, but do not take experience for any boxes filled this way (you already earned experience for these vows upon their completion).

If you've kept track of your completed journeys, their rank, and the Reach Your Destination results, then you may choose to use that information to fill in your discoveries legacy track.

If you've kept track of your completed delve sites, their rank, and the Locate Your Objective results, then you may choose to use that information to fill in your discoveries legacy track. See the updated text for Escape the Depths.

Clear your Ironsworn bonds track and any bonds you have with a community. For each of your remaining bonds, Make a Connection and assume an automatic strong hit, then clear that bond. For additional details, see Connecting With Communities.

Moves

Play Ironsworn using moves from Starforged.

Moves marked with an asterisk (*) below use the same name in both Ironsworn and Starforged. Moves marked with a hypen (-) are new and do not have an equivalent move in Ironsworn.

Adventure Moves

Make Camp does not have an equivalent move in Starforged. See Make Camp for an alternative version compatible with Starforged mechanics, or ignore Make Camp and use recover moves as appropriate.

Starforged Ironsworn Notes
Face Danger *
Secure an Advantage *
Gather Information *
Compel *
Aid Your All *
Check Your Gear * Added in Ironsworn: Delve.

Quest Moves

Starforged Ironsworn Notes
Swear an Iron Vow *
Reach a Milestone *
Forsake Your Vow *
Fulfill Your Vow *

Connection Moves

Relationships have more mechanical depth in Starforged, starting as connections, then growing into bonds. Use the Starforged moves below instead of Ironsworn's Forge a Bond and Test Your Bond moves.

See also: Connecting With Communities.

Draw The Circle does not have an equivalent move in Starforged. See Draw The Circle for an alternative version compatible with Starforged mechanics.

Starforged Ironsworn Notes
Make a Connection Forge a Bond
Develop Your Relationship -
Forge a Bond - This is a new move in Starforged. Not to be confused with Ironsworn's Forge a Bond move, which is replaced by Make a Connection.
Test Your Relationship Test Your Bond

Exploration Moves

Make a Discovery and Confront Chaos are not applicable to the default Ironsworn setting and should not be used.

Starforged Ironsworn Notes
Undertake an Expedition Undertake a Journey
Explore a Waypoint - See Explore a Waypoint for an alternative version of this move.
Finish an Expedition Reach Your Destination
Set a Course -
Make a Discovery
Confront Chaos

Combat Moves

Use React Under Fire instead of Face Danger when in combat.

Use Gain Ground instead of Secure an Advantage when in combat.

Turn The Tide is now obsolete and should not be used in Ironsworn. Combat no longer uses initiative, and you can Take Decisive Action while in control or in a bad spot, so the mechanic of stealing initiative/control is less important.

Starforged Ironsworn Notes
Enter the Fray *
Gain Ground - Use instead of Secure an Advantage when in combat.
React Under Fire - Use instead of Face Danger when in combat.
Strike *
Clash *
Face Defeat -
Take Decisive Action End the Fight
Battle *

Suffer Moves

See Threshold Moves for Face Death and Face Desolation.

Ironsworn's Out of Supply and Face a Setback moves are now included in the mechanics of Sacrifice Resources and Lose Momentum respectively.

Withstand Damage is not applicable to the default Ironsworn setting and should not be used.

Starforged Ironsworn Notes
Lose Momentum -
Endure Harm *
Endure Stress *
Withstand Damage
Companion Takes a Hit Companion Endure Harm
Sacrifice Resources -

Threshold Moves

Overcome Destruction is not applicable to the default Ironsworn setting and should not be used.

Starforged Ironsworn Notes
Face Death *
Face Desolation *
Overcome Destruction

Recover Moves

Repair is not applicable to the default Ironsworn setting and should not be used.

Starforged Ironsworn Notes
Sojourn *
Heal *
Hearten -
Repair
Resupply *

Legacy Moves

Write Your Epilogue does not have an equivalent move in Starforged. See Write Your Epilogue for an alternative version compatible with Starforged mechanics.

Starforged Ironsworn Notes
Advance *
Continue A Legacy -

Fate Moves

Starforged Ironsworn Notes
Pay the Price *
Ask the Oracle *

Alternative Moves

Make Camp

TBD

Draw the Circle

Harm is not used in Starforged's combat moves, so the "hold no iron" boast now only affects fictional framing. Consider how this may affect suffer moves you make during the duel.

DRAW THE CIRCLE

When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you fight on behalf of a connection, add +1; if you share a bond, add +2.

On a strong hit, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.

On a weak hit, you may choose one boast in exchange for +1 momentum.

  • Grant first strike: You begin the duel in a bad spot.
  • Bare yourself: Take no benefit of armor or shield; if your foe causes you to make a suffer move, suffer an additional (-1).
  • Hold no iron: Take no benefit of weapons.
  • Bloody yourself: suffer (-1) health.
  • To the death: One way or another, this fight must end with death.

On a miss, you begin the duel in a bad spot. Pay the Price.

Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.

Original Updated
If you share a bond with this community, add +1. If you fight on behalf of a connection, add +1; if you share a bond, add +2.
• Grant first strike: Your foe has initiative. • Grant first strike: You begin the duel in a bad spot.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1. • Bare yourself: Take no benefit of armor or shield; if your foe causes you to make a suffer move, suffer an additional (-1).
• Hold no iron: Take no benefit of weapons; your harm is 1. • Hold no iron: Take no benefit of weapons.
• Bloody yourself: Endure Harm (1 harm). • Bloody yourself: suffer (-1) health.
On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price. On a miss, you begin the duel in a bad spot. Pay the Price.

Escape the Depths

This move gains the following text:

If this move is made after a hit on Locate Your Objective, mark a reward (once per site) on your discoveries legacy track per the site's rank: troublesome=1 tick; dangerous=2 ticks; formidable=1 box; extreme=2 boxes; epic=3 boxes. Any allies who explored the site with you also mark the reward.

Write Your Epilogue

The only change in the text is to update the reference to the bonds legacy track. If you would like to leverage progress on your quests and discoveries tracks when retiring your character, consider using Continue Your Legacy.

WRITE YOUR EPILOGUE

Progress Move

When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds legacy track. Momentum is ignored on this roll.

On a strong hit, things come to pass as you hoped.

On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure).

On a miss, your fears are realized.

Original Updated
When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll. When you retire from your life as Ironsworn, envision two things: What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds legacy track. Momentum is ignored on this roll.

Make a Connection

TBD

(note: I think it's fine to drop support for bonds with communities, but I need to take a closer look at companions and other assets to see how they play with bonds)

Explore a Waypoint

Changed to remove references to Make a Discovery and Confront Chaos. See Make a Discovery and Confront Chaos for more information.

EXPLORE A WAYPOINT

When you divert from an expedition to examine a notable location, roll +wits.

On a strong hit, choose one.

  • Find an opportunity: Envision a favorable insight, situation, resource, or encounter. Then, take +2 momentum.
  • Gain progress: Mark progress on your expedition, per its rank.

On a weak hit, you uncover something interesting, but it is bound up in a peril or reveals an ominous aspect of this place. Envision what you encounter. Then, take +1 momentum.

On a miss you encounter an immediate hardship or threat, and must Pay the Price.

Original Updated
On a strong hit, choose one. On a strong hit with a match, you may instead Make a Discovery. On a strong hit, choose one.
On a miss you encounter an immediate hardship or threat, and must Pay the Price. On a miss with a match, you may instead Confront Chaos. On a miss you encounter an immediate hardship or threat, and must Pay the Price.

Assets

TBD

Oracles

Some oracles from Starforged are compatible with Ironsworn with little or no modifications.

If you roll on an oracle and the result does not make sense for your setting, do one of the following: check up or down one row, reroll on the oracle, or roll on the Action+Theme oracles.

First Look (Characters)

This oracle can be used largely without modification. Below are some suggestions.

Starforged Ironsworn
24-25 Augmented Mystic*
56-57 Mutated Corrupted

* This is meant to evoke something like the description of mystics from the Ironsworn rulebook:

Some say you can tell a mystic by looking them in the eye. They walk in two worlds, and their eyes shimmer with that dark reflection of realms beyond our own. (Ironsworn p.140)

Character Goal

This oracle can be used as-is.

Combat Action

This oracle can be used as-is.

Starforged Ironsworn
64-66 Nullify a system, device, or weapon Neutralize a device or weapon

Miscellaneous

Make a Discovery and Confront Chaos

TKTK

Although it's true that this means fewer discovery track rewards, rewards now earned from delve sites should help offset this. See Escape the Depths.

If you're playing in a science fiction setting, and/or one that is particularly chaotic, then it's possible that Make a Discovery and Confront Chaos will work for you. In that case, feel free to use the original version of Explore a Waypoint.

Connecting With Communities

TBD

(note: I originally thought that allowing connections with communities might be fine as a way of keeping some Ironsworn "flavor", but I think I've changed my mind.)

Oracles

TBD

Adding Ironsworn moves to Starforged

Learning From Failure in Starforged

The legacy tracks from Starforged provide more sources of experience compared to standard Ironsworn. If you additionally play using Delve's Mark Your Failure and Learn From Your Failures moves, you may find yourself earning experience too quickly.

If you would like to use these moves in Starforged they should work without modification.

Starforged Ironsworn Notes
- Mark Failure
- Learn From Your Failures

Adding Threats to Starforged

These moves should work in Starforged without modification.

Starforged Ironsworn Notes
- Advance a Threat
- Take a Hiatus

Adding Rarities to Starforged

These moves should work in Starforged without modification.

Starforged Ironsworn Notes
- Wield a Rarity

Open Questions / TBD

Which Starforged moves would need to be adjusted for an existing Ironsworn character that does not use the new legacy tracks?

Should separate backporting instructions be provided for existing characters? Or maybe it be best to assume a character is using the new legacy tracks and consider this scenario "unsupported".

When starting a new character in Ironsworn you mark up to three bonds. Bonds in Starforged are, mechanically, more significant and new characters start with only a single connection. What would be the best way to reconcile this?

  • Ignore: start with up to three bonds
  • Replace: start with one connection (recommended)
  • Compromise: start with one bond, or start with up to three connections
  • Influence: start with up to three connections and/or bonds as appropriate to the fiction

Or, rather than choose a single option, I could present the choices listed above and suggest choosing whichever is desired.

Starforged does not have rules for connecting/bonding with a community. How will this affect Ironsworn?

  • Adapt the Starforged rules and moves to allow for connections with a community.
  • Ignore community connections in Ironsworn.

I'm leaning towards ignoring community connections entirely. The original Ironsworn method always felt a bit awkward, and community/settlements are still clearly important in the fiction of Starforged, yet the rules were made as they are.

Could -Withstand Damage- and -Overcome Destruction-, along with some asset changes, be used for waterbourne aspects of Ironsworn?

TBD

Acknowledgements & Thanks

Ironsworn and Ironsworn: Starforged are created by Shawn Thomkin.

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