The following are adapted from the Principles (p. 226) section of the original Ironsworn. These principles help guide me on how to follow the spirit of the game. If I'm in doubt, I fall back to the principles.
Iron vows both drive the core play loop of Ironsworn, along with extinguishing the Forge as a setting. I can't go much wrong by focusing on how my character makes his vows and where those vows take him.
Think heroic but grounded. Argus is exceptional but imperfect. A classical anti-hero, as some might say.
The Forge is also shades of gray, both environmentally and morally. People love their existence but also rage against it.
(From Ironsworn, this is the only principle I reworded for Ironsworn, from "land" to "galaxy." The sentiment stands.)
Ironsworn roleplaying is storytelling. The fiction provides the fictional positionings along with the triggers for moves. To do it, you do the move. But also, if you do something that triggers the move, you trigger the move.
The word "envision" is your cue to Ask the Oracle. But remember: Ask the Oracle can be as simple as following your narrative instinct.
This website is my record. It's the medium that gives my solo play focus.