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Starting Player Packet

We are starting a new Dungeon World campaign: fast-moving fantasy adventure where the fiction drives the rules, characters are competent and dramatic, and the world is discovered through play. This campaign will use Dungeon World as the core rules, with The Perilous Wilds as a major supplement for travel, exploration, discoveries, followers, and wilderness danger. Expect:

  • Dangerous travel and strange places
  • Dungeons, ruins, factions, monsters, and hard choices
  • Characters who begin capable but are not superheroes
  • A world we will build together through play
  • Consequences that follow from the fiction You do not need to master every rule before session zero. Come ready with a character idea, a class you are interested in, and a willingness to answer questions about the world.

Please skim the approved class list and pick one or two playbooks that interest you. You do not need a completed character yet. It is better if we finalize characters together so the party fits the world and each other. Before session zero, think about:

  1. What kind of fantasy character sounds fun right now?
  2. What danger, mystery, or obligation might pull your character into adventure?
  3. What does your character want that cannot be gained safely?
  4. What kind of party dynamic sounds fun to you?
  5. Are there any themes, tones, or content you want included or avoided?

You do not need to care whether a class is core, official, third-party, or homebrew. I have already curated the list for this campaign. Use this table to find the fantasy you want to play. Class names link to the full playbook, source, or reference when that material is publicly available.

ClassFantasy PositioningUse / UtilityChoose this if…Closest D&D Feel
Bard [S]Magical performer, lorekeeper, social catalystSupport, knowledge, charm, moraleYou want to inspire allies, know things, and talk your way into troubleBard
Cleric [S]Divine agent of a deity or cosmic powerHealing, protection, undead/divine magicYou want faith, miracles, moral weight, and party supportCleric
Druid [S]Shapeshifting voice of the wildTransformation, nature magic, scouting, strange wisdomYou want to become animals, speak for nature, and solve problems sidewaysDruid
Fighter [S]Weapon master and battlefield anchorDamage, durability, martial competenceYou want to be the best at violence and define yourself through your weaponFighter
Paladin [S]Holy warrior bound by oath and convictionDefense, judgment, divine authority, frontline leadershipYou want vows, righteousness, protection, and hard moral choicesPaladin
Ranger [S]Hunter, scout, guide, and companion-bonded wandererTracking, wilderness, ranged combat, animal companionYou want travel, monsters, survival, and a loyal companionRanger
Thief [S]Criminal specialist, infiltrator, and opportunistStealth, traps, locks, poison, dirty tricksYou want to sneak, steal, disable danger, and exploit openingsRogue
Wizard [S]Studied arcane spellcasterRituals, spell preparation, knowledge, reality-bending magicYou want books, spells, weird solutions, and dangerous arcane powerWizard
Barbarian [S]Outsider, conqueror, or larger-than-life warriorForce, appetite, endurance, physical dominanceYou want to be huge, intense, foreign to this land, and hard to containBarbarian
ImmolatorLiving flame, zealot, or vessel of burning powerFire, sacrifice, intimidation, destructive magicYou want your power to be dangerous, symbolic, and costlyFire Sorcerer / Zealot
The FoolLucky amateur, accidental hero, and comic wildcard who survives by momentum and nerveFortune, improvisation, resilience, disruptive supportYou want a lower-status underdog who stumbles into big moments and turns bad situations aroundHalfling Lucky / Folk Hero
The Mountebank [2]Confidence trickster, social infiltrator, manipulator, and stage-magician rogueDeception, feints, persuasion, disguise, social controlYou want to outplay people with bluffs, schemes, lies, and charm instead of direct forceBard / Rogue / Charlatan

[S] standard-format alternate. [2] another alternate version.

Removed from the site-facing starting list for now: The Branded, The Beguiler, The Elementalist, The Dueling Wizard, and The Deftblade. They remain in research notes, but I do not currently have a recovered source page, storefront page, or inspectable PDF for them that is strong enough for the public player packet.

Possible future starting options I am intentionally not publishing direct assets for yet: The Beast, The Warlord, The Mask Master, The Warlock, and The Villager. If one of those sounds like the class you want, contact the GM.

We are using Flags instead of the default Bond system. A Flag is an invitation to the other players. It tells them what kind of interaction you want with your character. Examples:

  • Challenge my authority when I make a reckless decision.
  • Ask me what my magic costs me.
  • Put me in a position where I must choose between profit and loyalty.
  • Trust me with something fragile or important.
  • Remind me of the person I used to be. At character creation, each character will choose 1–2 Flags. These can change as your character changes. Use the printed Bonds on your playbook as inspiration for relationships, but they are not the main XP/interaction system.

Compendium Classes will exist, but they are not starting options. They are special advancement paths unlocked through the fiction. For example, if you survive a major expedition, swear a sacred oath, become bound to a strange weapon, or return from death changed, new advancement options may open. The first approved bundle will come from The Perilous Wilds, especially for characters who become explorers, scouts, hunters, leaders, or delvers.

During session zero we will:

  • Choose or finalize characters
  • Establish party connections
  • Set tone, boundaries, and safety tools
  • Decide what kind of region or frontier we are exploring
  • Create starting locations, threats, factions, and mysteries
  • Talk through how Perilous Wilds travel and exploration will work
  • Start with enough shared context to begin play confidently Come with ideas, but leave room for the table to surprise you.