What classes would you recommend that I should bring to the table for a group of first-time Dungeon World players?

What classes would you recommend that I should bring to the table for a group of first-time Dungeon World players?

What classes would you recommend that I should bring to the table for a group of first-time Dungeon World players? (I’m DMing)

20 thoughts on “What classes would you recommend that I should bring to the table for a group of first-time Dungeon World players?”

  1. Dice, pencils, a copy of basic moves and special moves for each player, a copy of each of the class playbooks, and a copy of the GM sheet provided with the playbooks. Hell, you don’t even need to bring the book.

  2. If you really don’t want to print out all of the playbooks, just ask the players beforehand which classes they want to play.

  3. Definitely the Barbarian, Ranger, Bard and Wizard. Oh, and the Cleric spells. The rest only if you think someone’ll like em. Definitely not the druid.

  4. They play very differently than the other classes. They can be a lot of fun, but (assuming the player is at all creative) they can be a little hard to challenge. Plus, you end up spending a fair amount of time figuring out what the “moves” of each beast form are.

  5. Druids tend to solve everything with shapeshift, which can become tedious in play. (Not always, but often, and especially with newer players.)

  6. Interesting. Would the group be in favor of reconfiguring the core classes in a future addition of Dungeon World? Replacing the Druid with a new Monk or Assassin class for example. Or rewriting the Druid Class? Or having some basic classes in DW in the next edition and some playbooks marked advanced for more experienced players?I know my “newbie” players love Barbarian! Any reports on the new canon Immolator?

  7. My tweak to the Druid’s Shapeshifter ability was to introduce some drawbacks on a 7-9 result:

    On a 7-9 hold 2, but also choose one:

    * You draw unwelcome attention (perhaps from the local wildlife) or put yourself in a spot. The GM will tell you how.

    * The spirits tire of your demands; take -1 ongoing to Shapeshifter until you spend some time quietly communing with the land.

    * The animal spirit takes a strong hold; you are not completely in control, and the spirit will take time or effort to dismiss when you try to leave this form.

    Without something like that, the Shapeshifter move is too safe for the Druid to use IMHO – they always get hold (which they can spend to automatically succeed on an animal move without another roll), and only suffer any setbacks at all on a 6-. Since it’s a core move for their class they probably have +2 WIS too.

  8. Mark Tygart i like the idea of it, but it is such an odd class to play. 1) It focuses on 2 main stats (Wis and Con) from the get-go and goes into Cha later, 2) it isn’t a standard class, meaning that anyone who has heard of any fansty RPG doesn’t know what it is, so the concept of sacrificing things to the flames of fate is confusing- i know it was to me. 3) Salamander? what?

  9. Personally I would go with the clasics: Fighter, Wizard, Cleric, Thief.  Then as an option for fighter types: Paladin, Ranger.  As an option: Sorcerer (if you can find one) and then as on option instead of Thief: Bard.  But stick with the classic 4.

  10. If you any experience DMing DW, I’d let a player choose a druid. A lot of GMs miss this, but the GM is the one who is suppose to decide the holds as soon as the player changes form. That really limits the class. However, if you’re new DMing – I’d go with the 4 classic classes.

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