Takeaways from ironbound page games
Three days after PAGE 2 (Philadelphia Area Gaming Expo), I find myself reflecting on the two Ironbound games I ran at the event. Both were fantastic experiences, but I approached them in different ways, experimenting with a new mechanic in the second session while keeping the first one by the book.
A New Mechanic: The Grey Area of Success and Failure
The new mechanic is simple yet adds an intriguing twist:
If you roll with a boon and get a 1, something bad happens—even if the action is successful.
If you roll with a bane and get a 12, something good happens—even if the action fails.
Mathematically, there’s about an 8.65% chance of rolling a 1 or 12 on either die when rolling with two dice. So while it’s not super common, it’s also not a once-in-a-lifetime occurrence. In my second game, it only happened twice—but those moments had a noticeable impact.
What surprised me was how much players wanted to see it happen. They eagerly anticipated those rolls, excited to discover the unexpected twists they would bring. It shifted the game away from a rigid success/failure structure and introduced a narrative grey area, where even a failure could lead to an interesting turn of events, and a success could come with complications.
That shift in player engagement convinced me—it’s going in the book. It’s a small but meaningful addition that enhances the dynamic nature of Ironbound. Of course, this also means rewriting some of the Foundry VTT programming, but that’s a small price to pay for a more engaging system.
Lessons Beyond the Table
Beyond the mechanics, PAGE 2 reminded me of something important: I need to take more pictures. I ran two great games, had amazing interactions with players, and yet I have almost nothing to show for it on social media. It’s something I’ve been bad at, and I need to make a conscious effort to capture these moments. Not just for marketing, but to preserve the memories of these great games and the people who played them.
Another takeaway: I need a digital survey for players. Asking people in person for feedback is tricky—most won’t be brutally honest because they don’t want to seem rude. But honest feedback is exactly what I need to refine and improve the game. A quick mobile-friendly survey could help capture genuine thoughts and experiences while they’re fresh in players’ minds.
Final Thoughts
At the end of the day, both Ironbound sessions at PAGE 2 were a blast. Players had fun, engaged with the mechanics, and left with smiles on their faces. As a game designer, that’s really all I can ask for.
But I also walked away with new ideas, lessons learned, and a fresh perspective on what makes Ironbound shine. Now, it’s time to refine, tweak, and keep making this game the best it can be.
To everyone who played at PAGE 2—thank you! I can't wait to see where Ironbound goes next.