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Extrakun
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Dungeon World is really reliant on the tropes made popular by D&D (as mentioned, holy symbols and such). However, those are mainly D&D tropes, not fantasy tropes per se. I would recommend alternative playbooks that does not rely on a knowledge of D&D.

There are two ways to tackle this:

  1. Use existing products. I would recommend the Dungeon World Alternative Playbooks which has an alternative for wizard, paladin, and cleric, replacing those with the mage, templar and artificerpriest respectively. Those classes relies more on mainstream fantasy tropes, such as Avatar, real life history and video games, and does not assume familiarity with D&D. There are other excellent playbooks - Inverse Worlds and such. Find something that your player can relate to.

  2. Devise a class for the player; see the chapter in Dungeon World for designing your own class, or pick up Class Warfare ( a toolkit for class design for Dungeon World, which works on choosing an archetype, then choosing 3 disciplines for that archetype).

Treat it as a character creation session, where you ask the player what he or she wants to be, then pick the moves that seems to fit.

Dungeon World is really reliant on the tropes made popular by D&D (as mentioned, holy symbols and such). However, those are mainly D&D tropes, not fantasy tropes per se. I would recommend alternative playbooks that does not rely on a knowledge of D&D.

There are two ways to tackle this:

  1. Use existing products. I would recommend the Dungeon World Alternative Playbooks which has an alternative for wizard, paladin, cleric and artificer. Those relies on mainstream fantasy tropes, such as Avatar, real life history and video games. There are other excellent playbooks - Inverse Worlds and such. Find something that your player can relate to.

  2. Devise a class for the player; see the chapter in Dungeon World for designing your own class, or pick up Class Warfare ( a toolkit for class design for Dungeon World, which works on choosing an archetype, then choosing 3 disciplines for that archetype).

Treat it as a character creation session, where you ask the player what he or she wants to be, then pick the moves that seems to fit.

Dungeon World is really reliant on the tropes made popular by D&D (as mentioned, holy symbols and such). However, those are mainly D&D tropes, not fantasy tropes per se. I would recommend alternative playbooks that does not rely on a knowledge of D&D.

There are two ways to tackle this:

  1. Use existing products. I would recommend the Dungeon World Alternative Playbooks which has an alternative for wizard, paladin and cleric, replacing those with the mage, templar and priest respectively. Those classes relies more on mainstream fantasy tropes, such as Avatar, real life history and video games, and does not assume familiarity with D&D. There are other excellent playbooks - Inverse Worlds and such. Find something that your player can relate to.

  2. Devise a class for the player; see the chapter in Dungeon World for designing your own class, or pick up Class Warfare ( a toolkit for class design for Dungeon World, which works on choosing an archetype, then choosing 3 disciplines for that archetype).

Treat it as a character creation session, where you ask the player what he or she wants to be, then pick the moves that seems to fit.

Source Link
Extrakun
  • 7.1k
  • 3
  • 33
  • 53

Dungeon World is really reliant on the tropes made popular by D&D (as mentioned, holy symbols and such). However, those are mainly D&D tropes, not fantasy tropes per se. I would recommend alternative playbooks that does not rely on a knowledge of D&D.

There are two ways to tackle this:

  1. Use existing products. I would recommend the Dungeon World Alternative Playbooks which has an alternative for wizard, paladin, cleric and artificer. Those relies on mainstream fantasy tropes, such as Avatar, real life history and video games. There are other excellent playbooks - Inverse Worlds and such. Find something that your player can relate to.

  2. Devise a class for the player; see the chapter in Dungeon World for designing your own class, or pick up Class Warfare ( a toolkit for class design for Dungeon World, which works on choosing an archetype, then choosing 3 disciplines for that archetype).

Treat it as a character creation session, where you ask the player what he or she wants to be, then pick the moves that seems to fit.