So, lets talk about gestalt characters. In D&D 3.x gestalt multiclassing was meant to enhance characters for smallish parties of one or two heroes, to compensate them for their lack of versatility. Small parties tend to do that.
I feel that the moves in DW are meant to give the players a way to take control over the story, in ways fitting to their class concepts. Usually this is done by letting the players roll a “better” stat for the roll, or by giving them more say over the outcome.
When you play with a low number of players, like one or two, it is sometimes hard for players to achieve the same amount of leverage, since it’s far more likely that they default to Defy Danger in lack of “better” moves, which actually makes GM’ing harder (more radical improvisation needed).
This made me think of the gestalt rules from D&D 3.x. My idea would be something along the following lines:
– Everyone picks two different classes, no duplicates.
– Each character get the best HP modifier and Damage die from either class.
– Each character gets all starting moves from both classes.
– On level up, each character gets an advanced move from both classes.
I haven’t tried it out, just toying with the idea. Thoughts?