I have seen a ton of new options for this game on drivethru and I was hoping to get some help in figuring out which game options are the best to get so besides Inverse World and the Adventure Planet books… What are the best rules options to get for Dungeon World?
I’m really interested in what the best quality playbooks to invest in, or just rules that add something thats missing in the core game book.
Grim World, Terrors of the Ancient World, Pirates! and Dark Heart of the Dreamer are the ones that come to mind. Basically the core book is really it, you may want to look at other AW hacks if you want something really different. It a fairly rules light system with endless variation on the 2d6 mechanic, new classes everyday and mild variations for different styles.
Well, I’m biased, as I don’t think there’s anything missing from the core book. 😉
Honestly, I don’t think there are any “must get” or “best” additional materials for DW. It all just depends on what looks interesting to you.
Nicely said.
Grim World and Dark Heart (and the forthcoming Sundered World) get my nod.
All of Joe’s / Jonathan’s / Marshall’s adventures of course.
the only thing I have as a must is when using core dungeon world, is to get the alternate playbooks that replaces the cleric, paladin and wizard with preist, templar and mage
as the alternates (imo) fit DW better and gets rid of the spellbook prep aspect of the game that drags those classes down
Nathan Roberts I agree with this guy wholeheartedly.
Which leaves me dry for things to suggest you should buy. How about the best free stuff then!
Great adventure starters:
http://dragonsinmyhouse.blogspot.co.uk/2014/01/dungeon-world-adventure-starters.html
Someone made pretty much every classic Dungeons and Dragons monster as a Dungeon World monster:
http://inkwellideas.com/dungeon_world_creatures/
I might have made a useful thing once, too…
https://docs.google.com/document/d/1IYXBADg2OaSLiLgXvzcn8f4z5pR04P0WNNsYzsU4SY4/edit?usp=sharing