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 appeal lies in the tension. Secrets, favours, and fragile oaths drive the narrative as much as steel. If you enjoy clever plans and costly victories, this offers rich, grounded gameplay. 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 teeters on the brink of bloodshed, 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 tough choices and memorable discussions, 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 combat 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 be resolved in one night. Campaigns introduce 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 beforehand?

No. A professional Game Master will guide you as you progress. You roll pools of six-sided dice against a difficulty, with abilities and specialties adding to your dice. Certain situations can provide bonus dice, allowing you to roll extra and keep the best result. 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 setting. There are established rules for intrigue, meaning that arguments, threats, and negotiations have genuine consequences, rather than being mere roleplay. Armour mitigates damage, injuries persist, and success often stems from alliances instead of riches. Adventures typically revolve around courts, inheritances, and feuds, with rules for warfare when diplomacy fails. If you’re looking for a GM who favours courtly drama or battlefield tactics, check out GM playstyles to find the tone that suits you best.

Shall we create and manage a noble House?

Absolutely, particularly for campaigns. You and the GM can establish your House’s history, holdings, 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 might use a pre-prepared 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 most effective, and how long does a session typically last?

SIFRP accommodates between 2 to 6 players, with the ideal number typically being 3 to 5. This allows everyone ample opportunity to plot, negotiate, and take action. Sessions are generally planned for 3 to 4 hours. Scenarios featuring numerous NPCs or extensive battles tend to benefit from the longer duration. Our Game Masters manage the pacing of scenes and shift focus to ensure that quieter players have meaningful moments, while also adjusting the complexity to suit your group's comfort.

Is this appropriate for children or teenagers?

This game delves into mature themes, such as violence, betrayal, coercion, and complex politics. It is not suitable for children. Before starting, 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 straightforward swords-and-chivalry vibe, 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 bring a fight to a swift conclusion. Armour reduces damage, but you cannot absorb blows indefinitely. Yielding, sustaining injuries to prevent 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 reputation 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. Picture Game of Thrones, where trust is tenuous, debts must be repaid…

    View genre: Gritty
  • Crime

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

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  • Low Magic

    A gritty fantasy where a whispered charm holds more weight than fireballs. Steel, cunning, and expensive choices propel the narrative, much…

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  • Medieval

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

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  • Conspiracy

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

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  • Tragic

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What players have to say

  • Tom was brilliant! He was really great with the kids and very 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 an excellent 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 significant portion of the adventure time doing unnecessary things because we didn't fully understand 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. Best regards, 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 keeping our more seasoned players on their toes with his deep 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 a brilliant experience. Thanks!

    Casey

    The Merry Meeple

  • The game was really engaging. I got a game as a present for my boyfriend, who is very keen on it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • Baptiste was an excellent GM who adapted well to our group and helped us progress in this one-shot. However, there was one issue with the character sheets provided, as they were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left the game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another session with her straight away. She was friendly, and her approach let the players fully immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A nice and clear first experience with D&D. Amber was able to explain and guide the game effectively, allowing us as players to quickly get into the flow and focus on the story. Collaborating with my colleagues to devise attack routes was an enjoyable activity and provided great insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

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