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.

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?

9 thoughts on “I’m returning to Dungeon World, and I want to start a big campaign saturday.”

  1. 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.

  2. 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.

  3. 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.

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