Dungeon World Preview: The New Character Sheets
One of the cool things about making the entire design process of Dungeon World public is that I can throw out new ideas and throw out a new release of the rules whenever it fits. If you check out the last few changes on the Trac site (or check out this preview PDF) you’ll see that the Cleric sheet now features a new layout which will become common to all the character sheets over the coming… weeks? Yeah, weeks sounds about right. Maybe months.
Anyway, the new layout is all about making the character sheets two sided. Moves (starting and for advances) stretch across both sides. The Bond space on the front is now for tracking current bond numbers, the starting bond statements have moved to the back along with names and some blank space for notes and custom moves.
Realistically, for DW to support the number of levels/range of play we’d like it to, we needed more moves. This new layout allows for enough moves to level each class from 1-10.
It also gives enough space for a new type of move, inspired by AW classes like the Hardholder, Hocus, and Chopper. Vincent had some interesting posts on the AW forums about how the classes compare to each other, how some are more mechanically effective and some are more fictionally effective (to paraphrase horribly). Things like the Hardholder’s hardhold are a big part of that, where they have the ability to broadly effect the fiction, even if they aren’t as brutal as the Gunlugger.
There were no moves like that in DW by design. Adam and I want the start of the game to feel more like low-level adventurers, competent but still in a world much bigger than they are. Having thought about it and discussed it some more, that fictional effectiveness is a great element of AW, and one we don’t want to leave behind.
So the new Cleric is a start in that direction, to see how it turns out. The new Cleric gets to define the religion they’re a part of, much like a Chopper defines their gang of a Hardholder defines their hardhold. The difference is, when the Cleric wants something from their religion, they’re not commanding obedience, they’re asking. The Cleric gets a move that on a hit grants them some of the surplus of the local followers of their religion, but on a soft hit may require them to fulfill some duties of their religion.
The entire thing is still a little new and sketchy, but it adds back in some of that cool fictional effectiveness that makes a lot of the AW classes fun. We’ll see how it works in play.