I’m returning to Dungeon World, and I want to start a big campaign saturday. Haven’t played for some time, so… what extra supplements, rules or playbooks do you guys always use in your game? Aside from Class Warfare?
I’m returning to Dungeon World, and I want to start a big campaign saturday.
I’m returning to Dungeon World, and I want to start a big campaign saturday.
The Spellslinger.
The Skydancer
(The Captain)
/sub
any of Gnome7’s classes. His enhanced beginner classes or his mages are superb (http://rpg.drivethrustuff.com/product/108623/Dungeon-World-Alternative-Playbooks).
We always use the streetrat, clockpunk and bombardier. But that is because our group developed them. The 3rd party playbook that gets played most is the mechanic. Skydancer saw some action. So I have to agree with Tim Franzke on the Inverse world classes. They are great.
Just don’t offer the Fighter and the Golem together. The Golem easily outfights the fighter.
Awful Good Games makes good supplements and playbooks. Joe Banner’s website has a TON of good adventures. I’d also recommend Grim World and The Alchemist is a good playbook.
funnel world might be fun.
It kind of depends on flavor, I like Grim World generally but some of Inverse World’s classes are good. I would bring a a list and let them look at it. I will say if you let someone play some of the classes from Grim world read them first before allowing, slayer can be a bit disruptive in the wrong hands.
Holy poop, Grim World looks great. Will buy it today.