Sales: April 2012

Adam and I like to be as open about Dungeon World as we can be (making it CC-BY, putting it on Github, etc.) so I always make a point of sharing our sales data when I get a chance. As of the last time we collected data (the end of April) we had sold a total of 805 copies between print and PDF....

Rogue Design Goals

We’re still looking at design goals for the core classes, so this week Mike tells us about the rogue. Just the fact that we’re talking about the rogue, not the thief, says more about the design goals then most of the rest of the post. The difference between a rogue and a thief is in the context implied by the class: playing a thief says something about who your character is and what they do, playing a rogue just says what they do. So far, with the possible exception of the cleric, all of Mike’s design goals have been very much about the function of the class: how it fights, uses skills, and casts spells (if it does cast...