I’m pretty new to Dungeon World. I picked up the pdf and read it through entirely while waiting on my print copy to arrive. It took only a few settings to grok it all (well, most of it at least!) I’m currently reading through it again to pick up on things I didn’t get 100% (like Fronts, for instance) and my head is swimming with ideas.
I like DW as it is written, but I’d love to see more in the way of races and racial options. So I’ve started working on just that. I’m considering having each race have a “playbook” of sorts, allowing a player to expand and grow more as their race when they level. (Kind of like the Number Appearing pdf) Basically, taking advanced racial moves instead of class moves. Or at least having the option to.
I’m basing a lot of the initial racial abilities off of racial powers from 4e D&D. Regardless of what you may or may not think of the system, the racial powers are ripe for the plucking.
Anyways, below is what I’ve got so far. I’d love some critiquing and suggestions from this community. From everything I’ve read here, you guys and gals are super helpful. I’ve had some help and suggestions from some awesome Twitter folk, but I would love some more. Please keep in mind that this is a pretty rough work in progress and far from complete.
I should note that in order to determine what to roll to use these powers/abilities, Joe Stroup and I came up with Nature. So you will see mention of rolling +Nature. Nature is basically how attuned you are to your race. Each race starts with 1 Nature, and each time you take an advanced racial move you gain +1 Nature, to a maximum of 3 Nature total.
Anyhow, here is what I’ve got thus far: