Less intimidating than the full-length rule book, I found this made Ironsworn significantly more accessible. As with any narrative-driven game, it can be as good, or as limited, as your imagination, with the mechanics being rather secondary. Once I'd come up with an engaging background vow, my quest started to fall into place and almost started writing itself. I use OneNote to document my characters, places visited, dice throws and outcomes. It can be quite weird how a series of great throws that boost your confidence sky-high seem to be followed by multiple setbacks. I was making great initial progress, but then was totally unable to persuade the keeper of the city gates, to let me enter his town! Oh well, off on a sidequest and will return when my luck feels like it's changed.
Many thanks to Shawn for refining this RPG method, which is ideal for socially-distanced (i.e. solo) gaming in this most weird of years!