
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 trying to raise a House, hold territory, and survive sharper tongues than swords. The draw is tension. Secrets, favours, and fragile oaths move the story as much as steel. If you love cunning plans and costly victories, this is rich, grounded play. Learn more about the heart of this style on our Political Intrigue page.
A session feels like a feast that turns into a negotiation, a trial that edges toward bloodshed, or a ride that becomes an ambush on a lonely road. A professional Game Master keeps the spotlight balanced and the pressure fair. Great for newcomers to roleplaying, fans of the books or show, and veteran tacticians. It suits birthdays and team events that want tough choices and memorable table talk, 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 swaying 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, along with ready-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.


Common questions
Do I need to understand 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 dice. Situations can provide bonus dice, allowing you to roll extra and keep the best result. Social conflicts follow similar steps to combat, so 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 pregenerated 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 victory often arises from alliances rather than treasure. Adventures tend to revolve around courts, inheritances, and feuds, with warfare rules for when words fall short. If you’re looking for a GM who favours courtly drama or battlefield strategy, check out GM playstyles to find the tone you prefer.
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 choices influence scenes in court and on the battlefield. Your resources and reputation can either create opportunities or lead to complications. For a one-off adventure, 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. Sessions are generally planned for 3 to 4 hours, with longer sessions being advantageous for intrigues involving numerous NPCs or large battles. Our Game Masters carefully 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 level.
Is this appropriate for kids or teens?
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 straightforward swords-and-chivalry vibe, let the GM know and they will adjust accordingly.
How deadly are fights 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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