A Song of Ice and Fire Roleplaying

A Song of Ice and Fire Roleplaying · A Game of Thrones RPG · A Song of Ice and Fire RPG

A Song of Ice and Fire Roleplaying

This is George R. R. Martin’s Westeros at the table. You play nobles, knights, and schemers striving to elevate a House, maintain territory, and navigate sharper tongues than swords. The allure lies in the tension. Secrets, favours, and fragile oaths drive the narrative as much as steel. If you enjoy clever strategies and costly victories, this offers rich, immersive play. Discover more about the essence of this style on our Political Intrigue page.

A session feels like a feast that evolves into a negotiation, a trial that edges towards violence, or a journey that turns into an ambush on a desolate road. A professional Game Master ensures the spotlight is balanced and the pressure is fair. Ideal for newcomers to roleplaying, fans of the books or show, and seasoned tacticians. It’s perfect for birthdays and team events that seek challenging decisions and memorable conversations, whether online or in person.

How to play A Song of Ice and Fire Roleplaying

You roll a pool of six-sided dice against a target number set by the Game Master. Your abilities and talents add dice. Situations may grant bonus dice that allow you to roll extra and keep the best, or impose penalties that make success harder. State your intent, roleplay your approach, then roll and count how well you did. Social duels and battlefield clashes follow similar steps, so both conversation and strategy matter. Higher results mean a stronger impact, from persuading a lord to defeating an opponent.

You bring a character with clear loyalties and goals, and a taste for risk. The Game Master provides rivals, maps, and tough choices, plus pre-made characters if you want to jump in quickly. One-shots focus on a single event, like a tournament or border dispute, designed to resolve in one night. Campaigns include House creation, long-standing grudges, and wars that reshape your fortunes over time. If you have a preferred table vibe, browse GM playstyles to match tone and pacing.

Close-up of painted fantasy miniatures on a blue battle map during a tabletop RPG encounter.
Close-up of painted fantasy miniatures on a blue battle map during a tabletop RPG encounter.

Common questions

Do I need to know the rules or the setting first?

No. A professional Game Master will guide you as you play. You roll pools of six-sided dice against a difficulty, with abilities and specialties adding to your dice pool. Certain situations can grant bonus dice, allowing you to roll extra and keep the best results. Social conflicts follow similar steps to combat, meaning conversation is just as important as steel. If you are unfamiliar with Westeros, the GM will provide a clear introduction and strong hooks to get you involved quickly. You can use pre-generated characters or create one with assistance.

How is this different from playing D&D?

SIFRP focuses on politics and tough decisions in a low-magic world. There are structured rules for intrigue, meaning arguments, threats, and bargains have genuine consequences, not just roleplay. Armour reduces damage, wounds persist, and success often stems from alliances rather than riches. Adventures tend to revolve around courts, inheritances, and feuds, with warfare rules for when diplomacy fails. If you're looking for a GM who favours courtly drama or battlefield strategy, check out GM playstyles to find the tone that suits you.

Shall we create and manage a noble House?

Absolutely, particularly for campaigns. You and the GM can establish your House’s history, assets, allies, rivals, and ambitions, then observe how those decisions influence scenes in court and on the battlefield. Your resources and reputation can either create opportunities or lead to complications. For a one-off session, you can utilise a pre-made House or play as sworn retainers caught up in a tournament, trial, or border crisis. House politics provide everyone with a common interest, even when characters have differing opinions.

Which edition do you run, 1st or A Game of Thrones?

Both are available. The 2012 A Game of Thrones Edition compiles updates to the 2009 core. Many groups choose the later book for clarity, but a professional Game Master can run either and will confirm your preference before preparation. If you already have older characters or notes, the GM can convert them. You can browse available Game Masters and request the edition you want in your booking message.

What group size is ideal, and how long does a session typically last?

SIFRP accommodates 2 to 6 players, with the ideal number typically being 3 to 5. This allows everyone ample opportunity to scheme, negotiate, and take action. Expect sessions to last around 3 to 4 hours. Intrigues involving numerous NPCs or large battles are better suited to the longer duration. Our Game Masters manage the pacing of scenes and shift focus to ensure quieter players have meaningful moments, while also adjusting complexity to suit your group's comfort.

Is this appropriate for kids or teenagers?

This game delves into mature themes, including violence, betrayal, coercion, and complex politics. It is not suitable for children. Before play, your GM will discuss boundaries and consent tools, then tailor the content to suit your comfort level. You can request a tone that avoids sexual content or graphic detail, focusing instead on implication. If you prefer a more refined swords-and-chivalry atmosphere, let the GM know, and they will adjust accordingly.

How deadly are battles and duels in SIFRP?

Very. Combat is unpredictable and decisive, with injuries that impose penalties and can quickly end a fight. Armour mitigates damage, but you cannot absorb blows indefinitely. Yielding, taking injuries to avoid worse outcomes, and accepting defeat are part of the rules, so planning, positioning, and retreat are important. Duels are intentionally tense and risky. If your group prefers fewer fatalities, your GM can set stakes around capture, debts, or loss of standing instead of death.

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Genres you can play in A Song of Ice and Fire Roleplaying

  • Gritty

    Difficult decisions, limited resources, and lasting consequences. Imagine Game of Thrones, where trust is tenuous, debts must be repaid…

    View genre: Gritty
  • Crime

    Pull off a slick heist, track down a killer, or navigate the mob's code. Crime games balance planning, pressure, and morally ambiguous…

    View genre: Crime
  • Low Magic

    A gritty fantasy where a whispered charm holds more weight than fireballs. Steel, cunning, and tough decisions shape the narrative, much…

    View genre: Low Magic
  • Medieval

    Knights, castles, guild halls, and the burden of oaths. Feudal politics, harsh winters, and hard-earned honour, much like Game of Thrones…

    View genre: Medieval
  • Conspiracy

    Unravel layers of deception as you follow leads through dimly lit rooms, encrypted files, and betrayals. Paranoia escalates with each clue…

    View genre: Conspiracy
  • Military

    Close-knit squads in the thick of battle, tough decisions, maps laid out, and the struggle of supply lines. Imagine Band of Brothers, but…

    View genre: Military
  • Tragic

    Embrace delicate hopes and steep costs as characters confront their fatal flaws, grief, and the meaning forged from loss. Imagine Romeo and…

    View genre: Tragic

What players think

  • Ruby was fantastic; this was our group’s first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were in stitches laughing :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but see it as honest criticism. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed from our less experienced players while also keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thanks!

    Casey

    The Merry Meeple

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