Fighters.

Fighters.

Fighters. I noticed there are a lot of fighter variants and I believe I remember reading a comment from either Adam or Sage that mentioned they would maybe have changed the Fighter a little bit if they had a second revision. 

In your opinions, what are the “best” or most fun versions of Fighter (or Fighter type classes) that are available and why? Trying to find a few good options for a player and curious about other people’s experiences.

Druids!

Druids!

Druids! Tell me about how your games with Druids generally go. Do you find people only turn into natural animals, or do you allow them to change into any native creature? (Roc, Dragon, Purple Worm, etc)? Do you always use hold to use a movement form that is not walking? Like flying as an eagle, or burrowing as a bulette?

Feedback about how Druids generally play in your game and how you define the scope of their shifting powers in your world would help me immensely with prepping for my own game. Thank you.

I am about to begin a campaign using the Dungeon World rules with some friends.

I am about to begin a campaign using the Dungeon World rules with some friends.

I am about to begin a campaign using the Dungeon World rules with some friends. One of my group members has expressed interest in playing “The Mage” and because I have read a few accounts of the class taking over the spotlight in the game, I decided to write a little Defy Danger variant for maintaining magic created by the “Cast a Spell” move. Please let me know what you think. I would love to make it better with your help.

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If you wish to maintain a spell for longer than a few moments, you must Defy Danger to keep the magic under your control. Defy Danger using +INT. 

On a 10+ you maintain the spell, but the concentration saps your mental focus. You take -1 ongoing to INT until you have a few minutes to clear your head. 

On a 7-9, choose one:

• You dismiss the spell before it gets out of hand, but due to the effort take -1 ongoing to INT until you have a few minutes to clear your head.

• You maintain the spell, but take a debility of your choice.

• You release the spell, it stays in effect and will continue to serve its purpose for a while longer, but now has a mind of its own and is out of your control. The effects could be strange, or dangerous.

On a miss, something has gone horribly wrong. Your spell may continue working, but you will regret casting it.

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