"In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands.
Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.
Are you ready to swear iron vows and see them fulfilled—no matter the cost?"
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What is this?
Ironsworn is a 2019 free to download tabletop roleplaying game created by Shawn Tomkin. It is set in The Ironlands, an untamed wilderness populated by powerful warriors, strange magics, and terrifying beasts. This will be a very collaborative experience, and I'm looking for players who are able to take the initiative and collaborate to come up with the story, world, and lore.
What am I trying to do here?
Ironsworn can be played solo, co-op (multiplayer with no GM), or guided (Multiplayer with a very loose GM role). I would like to start a Co-op game with some of you lovely people, primarily using Roll20 for dice roles and mechanics, and the guild for posts. Outcomes and the world will be decided by 'oracle' tables - random generator roles that prompt interpretation from the players. In the broadest sense of the term, the game will be GM-less as story is guided by these tables and your own creativity, however I will be serving in the role of moderator and facilitator in order to make sure things go smoothly. The good thing about this is that it doesn't require much in the way of GM input to keep the story moving - you can generate world details, NPCs, and balanced encounters off your own back. This does require a greater effort from players, but will likely prove to be quite rewarding.
What's the system like?
Ironsworn as a system is unforgiving, dark, and brutal. With the vanilla rules, your character will most likely die, become seriously injured, or lose themselves to darkness. Personally I'm not a huge fan of character death as I see it is a pretty boring way to end a story I'm invested in, and in my own games I prefer to play with character death 'optional'. This doesn't mean no consequences however, I just prefer making my characters claw their way back from rock bottom and live with the horrifying consequences of their decisions to starting afresh with someone new. Because of that, I'm going to leave it up to you as the player whether or not you go through with character death or not - if you choose not to however, you need to be prepared to make the consequences hurt. A lot.