Now that my group has decided to fully commit to DW, what extras do I absolutely need to enhance my game?

Now that my group has decided to fully commit to DW, what extras do I absolutely need to enhance my game?

Now that my group has decided to fully commit to DW, what extras do I absolutely need to enhance my game? I’ve downloaded the play books for the Barbarian, the Mage, and an excellent Monk. Are there more “must-have” play books? Rules supplements? Settings? Thanks.

20 thoughts on “Now that my group has decided to fully commit to DW, what extras do I absolutely need to enhance my game?”

  1. there are no must have playbooks. 

    But Adrian Thoen s Spellslinger is extremely cool. 

    (be vary of simply mixing Inverse World Playbooks with DW ones)

  2. A normal game of dungeon world is usually based a lot on fighting monsters and stuff. Having a class like the Golem, that can be made out of fire/adamantium/quicksilver and therefore is extremely hard to harm with anything turns combat encounters on their head as the golem can just walz through it.

    The Raindancer has a similar problem.

    The mechanic can create a really powerful combat mech that is better then any fighter and needs to rely on less stats to be effective all around.

    When your game is not based so much on fighting this might be alleviated but the game doesn’t lend itself so much on this. Especially if someone makes a character to be a great combatant – than you need to be a fan of that and give them opportunities to roflstomp faces.

    Also the Collector has the Ritual move but without the restrictions of needing a place of power. They can at least partially solve every problem at hand with their collection. That is cool, but if you have a Wizard in the game suddenly their ritual move is less special and worse then the collector.   

  3. oh there is cool stuff in it and the classes probarbly work great with each other but combining them with other classes might lead to trouble. 

    On the other hand i adore the Skydancer a lot. It allows me to do anything i want to do in this game. 

  4. Classes in dungeon world matter, because they actively push you towards certain types of stories or adventures. The core classes are going to lend themselves to more ground level dungeon crawling than a lot of the 3rd party books. I think you can run a golem next to a fighter and a Mage next to a wizard, but it’s a trickier job for the GM. While classes have the same chance to roll well on their moves, a lot of the third party classes have more unusual fictional positioning than the base classes. Tim Franzke ‘s example of the golem and fighter is a good one. A water golem might not care about an Orc with a spear, but a fire elemental is a credible threat.

    I think you can make mixing base and third party classes work, but it will change the game in unusual ways, and you need to be more aware of presenting each character with challenges that play to their fictional strengths and weaknesses.

    As for recommendations, the dashing hero by Jacob Randolph is an awesome swashbuckler! and he has a bundle that includes some very fun classes. Johnstone Metzger has not only dungeon planet and his great patreon monthly monsters, but some very nice modules that are comprehensive and truly modular. You can run them as written or easily lift different parts and slot them right into your game.

    None of this is necessarily “must have”, but it can tweak and shape your games in interesting ways and open doors to adventures your group may not otherwise have.

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