How to Play

How to Play

Iron & Myth is played from the fiction first.

The player describes what their character does.
The Referee describes how the world responds.

Most actions do not need rules. If the answer is clear, the Referee answers from the fiction.

When the outcome is uncertain and failure matters, make a Check.

The Conversation

Play moves as a conversation.

  1. The Referee describes the situation.

  2. The players ask questions and say what their characters do.

  3. The Referee decides what happens.

  4. If the outcome is uncertain and failure matters, the Referee calls for a Check.

  5. The result changes the situation.

The player acts.
The world answers.

Fiction First

Characters do not press buttons on a sheet.

Players describe what their characters actually do:

“I wedge my spear under the door and try to lift the bar.”
“I listen at the shrine wall for movement beyond.”
“I show the guard my old campaign badge and speak to him as one soldier to another.”
“I scatter salt across the threshold before the dead thing crosses.”

The Referee uses the fiction to decide whether the action works, fails, needs more information, or requires a Check.



When to Roll

Make a Check only when all three are true:

Question

Meaning

Is there risk?

Failure matters.

Is it possible?

The character can attempt it in the fiction.

Will the result change the situation?

Success or failure matters at the table.

If the answer is yes, make a Check.

If not, the Referee answers from the fiction.

Do not roll to make the obvious uncertain.
Do not roll to make the impossible possible.

The Core Check

A Check resolves an uncertain action.

Roll:

Ability Die + Ability Die

Add both dice together.

If the total equals or exceeds the TN, the action succeeds.

If the total is lower than the TN, the action fails, succeeds at a cost, or creates a consequence, as the Referee decides.

TN means Target Number.


Choosing Abilities

The Referee chooses the two Abilities that best fit the character’s approach.

The same Ability may be used twice.

Examples:

Action

Possible Check

Break a chain

STR + STR

Climb a wet wall

STR + AGI

Pick a lock

AGI + LOR

Resist poison

CON + CON

Recall ancient lore

LOR + LOR

Invoke a divine prayer

PRE + PRE

Command frightened hirelings

PRE + PRE

Intimidate with physical threat

STR + PRE

These are examples, not fixed assignments.

The declared action matters.

Target Numbers

Most uncertain actions use TN 10.

Difficulty

TN

Easy

6

Standard

10

Hard

14

Dire

16

The TN reflects the situation, not the character.

A hard lock is hard.
A narrow ledge is narrow.
A storm makes the climb worse.

Tools, Background, training, time, position, and approach may remove the need for a Check, make the attempt possible, grant a Boon, impose a Bane, or change the TN.


Boons and Banes

A Boon represents strong help.

A Bane represents strong hindrance.

With a Boon, roll:

Ability Die + Ability Die + d10

Keep the highest two dice.

With a Bane, roll:

Ability Die + Ability Die + d10

Keep the lowest two dice.

Boons and Banes cancel before rolling.
Boons do not stack.
Banes do not stack.

Boons and Banes apply to Checks.
They do not apply to weapon damage.

Results

Result

Outcome

Total ≥ TN

Success

Total < TN

Failure, cost, or consequence

Doubles ≥ TN

Critical Success

Snake Eyes, 1:1

Fumble

A Critical Success means the action succeeds with exceptional force, speed, insight, or effect.

A Fumble means the action goes badly wrong and creates a serious complication, danger, loss, exposure, or hard choice.

Failure should change the situation.
Do not let failure mean nothing.

Rank

Characters have Rank 1–6.

Rank measures experience, training, reputation, and growth.

Rank is not rolled for Checks.

When a character gains a Rank, they gain new class features, Tradition skills, or other benefits from their class.

Abilities determine what characters roll.
Rank determines how they grow.






Referee Principles

Roll less.

Let clever play matter.

Do not hide simple answers behind dice.

Do not punish good ideas with unnecessary Checks.

Let tools, Background, training, position, time, and risk shape the ruling before the dice are picked up.

The dice decide whether the action works.

The fiction decides what the result means.