I have lately been entranced by Mighty Magiswords, a lighthearted show on cartoon network about a pair of sibling adventurers who collect and use the titular magiswords, zany magical swords that often only bear a passing resemblance to actual weapons. It’s harmless, fast-paced and a lot of fun; I recommend checking it out.
Anyway, naturally(?) I got to wondering how to model a magisword-wielding character in Dungeon World. At first I looked to Class Warfare, since the Arsenal specialty seemed like a no-brainer. There are a couple of problems with this approach, though. Mainly, many of the magiswords are more utilitarian than offensive, more like adventuring gear than weapons (e.g., Accordion Magisword, Retractable Ladder Magisword, etc.). There’s one race move for adding a specific type of utility gear to your arsenal, but (understandably) no “I pull out whatever I want” option. Mixing in other specialties, like Conjurer, moved things in the right direction, but I couldn’t find anything that felt quite right.
But then it struck me: with a sufficiently loose definition of “primary element,” the Grim World Channeler class is a pretty darned good fit as-is. The Techniques, especially with the “hazard” tag, allow a fair degree of flexibility in designing new magiswords; you can only have 3-4 at a time, but can swap them out during downtime (so fictionally, you have a large collection but only have a few readily-accessible; this more or less fits in with the show, breaking with it in favor of game balance). The Summon Elemental move covers the more independent magiswords, like Taunting Jester and Zombie Pumpkin, though it makes more sense once you take Reabsorb Elemental.
It’s not a perfect fit, but if I were going to play a Warrior for Hire it’s probably the class I’d use. How would you model these characters in Dungeon World?