
Why Play Dungeon World?In the Dungeon World system, each class has its own playbook. Brave heroes venture into the most dangerous corners of the land in search of gold and glory. A world of magic, gods and demons, of good and evil, law and chaos. Includes the following: - The Wizard (+ Spells) - The Ranger - The Fighter - The Barbarian - The Bard - The Cleric (+ Spells) - The Druid - The Immolator - The Thief - The Paladin - Special Elite Trooper Deluxe Edition pre-order bonus Fronts/Rules sheets DISCLAIMER: I am not a modder.Dungeon World is a world of fantastic adventure. Scripted and fully editable character sheets for Dungeon World.
Whether youre a player or DM. Advice for fighter characters, and discussion of the role of the fighter in regular campaigns and in all-fighter campaigns. Various aspects of the sheet have been automated to ease on unnecessary bookkeeping and keeping you rolling instead of typing, including auto-calculating fields, sheet workers, and full Compendium Integration.ADVANCED DUNGEONS & DRAGONS.
Play to see what they are and how they’ll change the lives of our characters. That unexplored world has plans of its own. There are unlooted tombs and dragon hoards dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. To gather as a party despite their differences and stand united against their foes, or to argue over treasure, debate battle plans, and join in righteous celebration over a victory hard-won.Third, because the world still has so many places to explore. To see them caught up in momentous events and grand tragedies.Second, to see them struggle together. To see them explore the unexplored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens.
A group of 4 to 6, including you, is best. Setting UpTo play Dungeon World, you’ll need to gather yourself and 2–5 friends. You’ll come back to the text a few times throughout your game to refer to certain rules, but it should be a rare occasion. If you’re a player, you might not need to read more than Playing the Game—a lot of the rules in Dungeon World will be contained in the character sheets you use during the game itself. Try printing the play aids too, they’ll help you see what’s most important. If you’re going to be the GM, you’re going to need to read the whole thing, though you can skim through the monster stats for now and save Advanced Delving for later.
Each session will usually be a few hours and you’ll be able to start playing right away within the first session.You’ll need to print some materials. Plan accordingly if you plan on playing a campaign, maybe setting aside a night of the week to play. The GM describes everything else in the world.You can play a single session or string together multiple sessions into a campaign. As you play, the players say what their characters say, think, and do. Everyone else will be players, taking the role of the characters in the game (we call these the player characters or PCs).
One of each is enough but more is better: you won’t have to pass them around so much. Two dice is the minimum but two dice per player is a good idea.You’ll also need some specialized dice: four-sided, eight-sided, ten-sided and twelve-sided. Miscellanea such as: pens and pencils, scrap paper for maps and notes, maybe some index cardsEveryone at the table will need something to write with and some six-sided dice. One copy of the adventure sheet and GM moves One copy each of the cleric and wizard spell sheets A few copies of the basic and special moves
Dungeon World Fighter Character Sheet Series Of Adventures
You can play it as a self-contained game in a single-session, too. When they accrue enough experience they’ll gain levels, becoming more powerful and having more options to explore.You can play Dungeon World with the same group, session to session, over a long series of adventures, watching your characters change and grow together. You’ll discover how they feel about each other and where their moral compass points them. Tension and excitement are always the result, no matter how the dice land.As you play your characters they’ll change from their adventures and gain experience while learning about the world, overcoming monsters, and gathering riches. Sometimes those descriptions will trigger a move—something that’ll cause everyone to stop and say “time to roll the dice to see what happens.” For a moment everyone hangs on the edges of their seats as the dice clatter to a stop. It’s a conversation between the players and the GM—the GM tells the players what they see and hear in the world around them and the players say what their characters are thinking, feeling, and doing.
Every time the ranger guides his friends through the ancient woods there are a hundred things waiting to bite his head off. Treasure and glory are sought by a holy cleric, a tricky thief, a mighty paladin, and more.It isn’t all easy heroics and noble bravery, though. Others are more mysterious, conjuring up and wielding the mighty forces of magic. Some are near-invincible beasts of battle encased in iron armor. The races of elves, men, dwarves, and halflings all have their heroes. Time to get out there and explore it! AdventurersAdventurers take many shapes in Dungeon World.

Sharpen that hidden dagger and take up the call. Strap on your boots, noble orator. A mere minstrel can retell a thing, but it takes a true bard to live it. You teller-of-tales and singer-of-songs. You, with your smooth tongue and quick wit. The tales told in every farmhand-filled inn have to have some ring of truth to them, don’t they? The songs to inspire peasantry and royals alike—to soothe the savage beast or drive men to a frenzy—have to come from somewhere.Enter the bard.

Listen to your allies pray to their carved stone gods and polish their silver shells. You’ve given up that static shape. You may have had a life before, maybe you were a city dweller like them, but not now. Whatever your inspiration, they would certainly fail without your sharp senses and sharper claws.You are of the sacred spaces you are born of soil and wear the marks of her spirits on your skin. What has brought you to these people, stinking of the dust and sweat of the city? Perhaps it is a kindness—do you protect them as the mother bear watches over her cubs? Are they your pack, now? Strange brothers and sisters you have. God lives at the edge of a blade.Cast your eyes around the fire.
While your traveling companions might moan about their wounds around a campfire in the wilderness, you bear your scars with pride.You are the wall—let every danger smash itself to dust on you. Your friends may carry blades of forged steel but, fighter, you are steel. No flock of angels will sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no.You do this for the guts and the glory, for the scream of battle and the hot, hot blood of it. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. You’ll take your share of the treasure, but will you ever walk as one of them? Only time will tell.It’s a thankless job—living day to day by your armor and the skill of your arm, diving heedlessly into danger. You walk the old ways, you wear the pelts of the earth itself.
The fighter may wield his sharp sword in the name of “good” but you know. Holy man, armored war machine, templar of the Good and the Light, right? The cleric may say his prayers at night to the gods, dwelling in their heavens. All that stands between the pits of that grim torture and salvation is you. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World.
Take up your holy cause and bring salvation to the wastrel world.These city-born folk you travel with. A purity of intent that your companions do not have.So guide these fools, paladin. Yours is the gift of righteousness and virtue—of justice, of Vision, too.
