Weekly RPG Discussion: Ironsworn, August, Week 4
Players who ran or played Ironsworn solo, co-op and with a GM describe a flexible, fail-forward game that mostly runs itself and holds up over long play. The longest report is a 4-year, 114-session guided campaign nearing its end, and the complaints are small: coarse stats, combat that is hard to narrate, and a heavy demand on imagination. 11 firsthand · 47 comments