Has anyone used the text in the Dungeon World book describing what you do “Beyond 10th level?”

Has anyone used the text in the Dungeon World book describing what you do “Beyond 10th level?”

Has anyone used the text in the Dungeon World book describing what you do “Beyond 10th level?”

Beyond 10th Level

Once you’ve reached 10th level things change a little. When you have enough XP to go to 11th level instead you choose one of these:

• Retire to safety

• Take on an apprentice

• Change entirely to a new class

If you retire you create a new character to play instead and work with the GM to establish your place in the world. If you take on an apprentice you play a new character (the apprentice) alongside your current character, who stops gaining XP. Changing classes means keeping your ability scores, race, HP, and whatever moves you and the GM agree are core to who your character is. You lose all other class moves, replacing them with the starting moves of your new class.

12 thoughts on “Has anyone used the text in the Dungeon World book describing what you do “Beyond 10th level?””

  1. No, but only because none of my games of Dungeon World has lasted long enough for anyone to reach 10th level. Otherwise, we’d absolutely be playing as written.

  2. I reset this thread by deleting a long and somewhat odd conversation between Mike Pureka and I. I think we weren’t communicating on some level. Here’s my entire agenda for this poll: I’m curious. Have you ever used this rules text? Beyond that I would love to hear your thoughts on how it worked out for you and whether you used it as is.

  3. I’d suggest two “no” options: (if you’re open to re-creating the poll, as they can’t be edited) “no, I started a new campaign”, and “no, I haven’t had a group where anyone got to level 10”. My hypothesis is that the vast majority of the no’s are of the second variety.

  4. I haven’t seen that before Marshall Miller, it’s brilliant. It’s like an “Old Fart” Compendium Class. For when you want to play Danny Glover in the dungeon! 🙂 I had a similar idea for a DW starter where you are all old campaigners being dragged back into the dungeon for one last job. (Think Red, Space Cowboys, etc.) Everyone would have some bond-like key to buy off related to why they have to go back. Also everyone would have a serious wound of some kind to play – whether physical or psychological. I hadn’t thought much about the mechanics of those, but your take on things has inspired me in that regard.

  5. I wish I had a regular game that would get that far. One of the best games I ever ran was a home brewed game about an old knight and his squire. There was a super touching moment near the end when the old man knighted the worthy young apprentice.

  6. I have an idea that is for players who have gotten over the hill. Now that I’m 30 and old, I’ve been thinking about a game mechanic that revolves around aging as a hero.

Comments are closed.