In the game I describe above, I am finding that mixing playbooks with alternate "alignment" moves is a little weird, and mixing Grim World playbooks with their death moves with playbooks from other sources is causing me a little cognitive dissonance. Having said that, if you want to open up the player options, 3rd party playbooks that I like include the Dashing Hero, the Witch, The Dwarf, Halfling, and Elf from the Old School bundle, the Artificer, and the Mage (or the revised specialist mages from the same author). But even these brief connections can end only in victory. This compendium contains 85+ pages of templates, monsters, adventures, and advice you can use in any D&D 5e game. From lurking minions and controlling elites to striking solossurprise your players with a wide variety of monster ranks and roles. If you are lucky, you may find a rival able to match your skill. Build new monsters and fun encounters in seconds with Giffyglyph's Monster Maker. Where others see nothing but chaos and desperation, you refine an inner poetry of steel and fire that they cannot hope to comprehend, much less match. I recently started a campaign that I was envisioning as "a fighter, a magic-user, a cleric, and a thief do fantasy Indiana Jones", but I foolishly left all of the 3rd party playbooks in the mix and ended up with a Necromancer, a Witch, an Ice Channeler, and a barbarian - not quite the campaign I was hoping for. Arcane Duelist (3pp) Battle is not a means to an end: It is an art. If you are looking for a classic, early D&D, dungeon crawling feel for your game, you may want to restrict your players to the core playbooks. How well do they play with standard playbooks if not using their respective settings? Is Adventures on Dungeon Planet of any use if I don't intend to delve into scifi?Īny additional supplemental materials or fan works of good quality that I should be aware of? I already have the excellent Dungeon World Guide.įirst, let me throw out a word of caution. Inverse World and Grim World both look to have interesting playbooks, but didn't join the kickstarters so have to wait for them to be made available commercially. What playbooks add fun and interesting options while not straying too far from a general fantasy base or being redundant with other options. I'm looking for advice from those that have a experience playing DW as to what additional content to include. One of the things that intrigue me about Dungeon World is how the amount of playbooks from fans and third parties seem to allow a variety of player options without rules bloat, but what ones are the best? So I've been looking at Dungeon World quite a bit and recently have the urge to try it with my group of friends.
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