Playing Ironsworn Starforged - How everything clicked for me
This is how this wonderful game engine finally enlighted me.
I had already played Ironsworn before, but it took time until it really made sense to me. At first it felt like I was just resolving moves without fully understanding how they connected. Then I paused for a few busy months. Around Christmas I picked up Ironsworn: Starforged, but even then the real shift didn’t happen immediately.
The breakthrough came from listening.
On the Solo Roleplayers Podcast, PJ Sack interviewed The Midnight Jester about his Left Behind actual play series. While listening, I started taking notes—specifically on how he moved from one move to the next. No hesitation, no overthinking, just a continuous chain.
That’s when everything clicked.
Fiction First
My core takeaway is simple: the game is fiction first, but not in a vague or abstract sense. It is extremely concrete.
Moves are like skills, but everyone has all of them. There is no differentiation in access. When everyone is mechanically the same, what matters is what they actually do in the fiction.
If I can imagine an action, I can attempt it.
That attempt triggers a move.
The move resolves to an outcome.
That’s the loop. Nothing else is required to start.
What the Game Is Aiming For
The goal is not success in the traditional sense. The goal is a flowing story with ups and downs.
A story that has momentum.
It is NOT a coincidence that the main resource in this game has this name.
Things happen, they change the situation, and that creates the next situation. The system is constantly pushing toward movement.
So the goal becomes clear: build momentum, use it, rebuild it.
The Move Blueprint
Every move follows the same structure:
Strong hit: success
Weak hit: success, but with a cost
Miss: failure
The weak hit is where most of the game actually lives.
A weak hit usually means I succeed, but I have to “pay the price.” That price is often a combination of two things:
a narrative consequence that changes the story
a mechanical consequence that affects my tracks (handled through a Suffer move)
Sometimes it’s only mechanical, but the important part is that success is rarely clean. The story keeps shifting.
The Essential Core Moves
At the center of everything are two moves:
Secure an Advantage: I act BEFORE something happens
Face Danger: I react AFTER something happens
That’s it.
I could run an entire campaign using only these two moves. Everything else builds on top of this, but these define the core rhythm: act, then react.
Once I understood this, the system stopped feeling fragmented. It became continuous. The story moves forward because I either push it forward or respond to what just happened.
Further, you can use both moves with ANY stat. Again this is fiction first at its finest: As long as you can imagine it, you can do it!
All other moves are just more „specific“ versions that help give nuances. This why you only need to know these two to first get started.
Once you get going, I think it is a good idea to get familiar with what I call „first tier“ and „second tier“ moves (a first tier move rewards momentum on a strong and weak hit, while I second tier moves only rewards momentum on a strong hit.)
First-Tier Moves (+2 momentum on strong hit, +1 momentum on a weak hit)
Some moves consistently push the story forward and help build momentum:
Gather Information: expands the situation, gives me new angles
Explore a Waypoint: makes the world concrete through discovery
Swear an Iron Vow: creates direction and purpose
Enter the Fray: starts conflict immediately
Gain Ground: turns effort into visible progress
These are reliable. If I lean on them, the story naturally develops and keeps moving.
Second-Tier Moves (+1 momentum on strong hit)
These still build momentum, but are more situational:
React Under Fire
Compel
Make a Connection
They depend more on context, but they add texture and variation to the story.
My Take on the Core of Ironsworn
At its core, Ironsworn (and even more so Ironsworn: Starforged) is about this:
You can imagine anything you want to do (fiction decided the story, not a stat, not a skill, not your class or background)
The fiction (story) allows you to act or forces you to react
Building and using momentum is the heart of this game engine and of your own story


Ironsworn is pretty incredible. The Shrimp and Crits podcast is using Ironsworn in the second season to pretty spectacular effect.
Their story and setting is pretty great, and the music Ian (the GM) writes is wonderful. Think animated anthropomorphic animal people and classic D&D fantasy species in Disney’s animated Robinhood mashed up with Miyazaki style lore in a swords and sorcery fantasy setting.
I have borrowed a bit from what I have heard for my homebrew system. It just feels like the Ironsworn wants to nurture the whole story. The journey mechanics made me rip up the beta version of my game and completely rebuild from the ground up.
I haven’t played either Ironsworn or Starforged yet, but I have seen the results and in the right hands they are incredible.
Just about to start this game and your insights really are motivating. Not being glib, solo RPG games require a lot of individual effort and learning how others optimize the experience is super helpful.
The focus on momentum is great in my view. Chess and Go are games of momentum when there's a similar ability across players. There's also a cost OF momentum when an action is taken. To me, having a sense of that, is what makes most any game exciting.
Knowing when to spend that hard earned momentum for gain or avoidance feels like real life scenarios and ultimately is practice for it.