The first session of a game of Dungeon World begins with character creation. Character creation is also world creation, the details on the character sheets and the questions the GM asks establish what Dungeon World is like—who lives in it and what's going on. Instead we’ll get into character and world creation this week. As I said, we had a Dungeon World campaign before. It was set in a primitive but magic-rich fantasy world where a thousand-mile long wall kept all the nameless gods and monsters out, then some bright spark made a city right in the middle of it. Essentials Creating a Character. Forge Your Legend. Your first step in playing an adventurer in the Dungeons & Dragons game is to create a character of your own, a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or elf) and a class (such as fighter or wizard).
Dungeon World Character Builder
- CHARACTER CREATION: Welcome back! Time to get into the fun stuff. Time to make your character. If you have a pretty clear idea of what character you want to play as, great, power to you- you can get into picking a class out and following the instructions from there. If not, don't worry. Just follow the steps.
- 1. Choose a Class. The full list of classes is here, with a short summary of each. (http://pastebin.com/fpShUHT0) To start with, everyone should be a different class. If two people want to play the same class, talk it out like the mature, responsible adults you a(ry
- 2. Choose a Race. Some classes have race options. Unfortunately, you can't mix and match all the races with all the classes, just to keep things simple. Each race has a unique racial move. For example, an Elven Wizard can cast Detect Magic for free, while a Human Wizard can cast a Cleric spell as if it was a Wizard spell.
- 3. Choose a Name. If you need suggestions, I can give them to you. Try to fit into the typical high-fantasy-sounding norm.
- 4. Choose Look. Inside the Class document, there are categories (e.g., hair, body type), and options per category. Choose one per, as fits your character.
- 5. Choose Stats. Your character starts with the following stat block. Pick out the Moves you think will be especially useful, and allocate each stat based on that.
- 6. Set HP. You start with however much your class gets, plus Constitution.
- 7. Choose Starting Moves. Some classes have a choice in the moves they get- Fighters get to decide how they want their Signature Weapon to look, Mages choose their Focus, and so on. Make those choices now, as fits your character.
- 8. Choose Alignment, as fits your character.
- 9. Choose Gear. Inside the document for your Class, there's a selection of things you can choose from. Choose whatever you think is most useful / best fits your character.
- 10. You're done! For a sample, look here: http://pastebin.com/d1Kk80eB