Dungeon World Character Creator

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Character Creation Making Dungeon World characters is quick and easy. You should all create your first characters together at the beginning of your first session. Character creation is, just like play, a kind of conversation—everyone should be there for it. These are sheets that can be used for any character class, classic or custom. To create playbooks for commercial purposes, we recommend this template from Sandy Pug Games. Character sheet PDF by Neceros Character Class Spreadsheets by Thorax Dungeon World Sheets by Maezar Blank DW Sheet by Jeremy Friesen Blank Playbook by Pixie1001 Playbook Template by st33d.

Making Dungeon World characters is quick and easy. You should all create your first characters together at the beginning of your First Session. Character creation is, just like play, a kind of conversation—everyone should be there for it.

You may need to make another character during play, if yours gets killed for example. If so, no worries, the character creation process helps you make a new character that fits into the group in just a few minutes. All characters, even replacement characters, start at first level.

Most everything you need to create a character you’ll find on the character sheets. These steps will walk you through filling out a character sheet.

1. Choose a Class

Look over the character Classes and choose one that interests you. To start with everyone chooses a different class; there aren’t two wizards. If two People want the same class, talk it over like adults and compromise.

I sit down with Paul and Shannon to play a game run by John. I’ve got some cool ideas for a Wizard, so I mention that would be my first choice. No one else was thinking of playing one, so I take The Wizard character sheet.

2. Choose a Race

Some Classes have race options. Choose one. Your race gives you a special move.

I like the idea of being flexible—having more Spells available is always good, right? I choose Human, since it’ll allow me to pick a Cleric spell and cast it like it was a Wizard one. That’ll leave Shannon’s Cleric free to keep the Healing magic flowing.

3. Choose a Name

Choose your character’s name from the list.

Avon sounds good.

4. Choose Look

Your look is your physical appearance. Choose one item from each list.

Haunted eyes sound good since every Wizard has seen some things no mortal was meant to. No good Wizard has time for hair styling so wild hair it is. My robes are strange, and I mention to everyone that I think maybe they came from Beyond as part of a summoning Ritual. No time to eat with all that studying and research: thin body.

5. Choose Stats

Assign these scores to your stats: 16, 15, 13, 12, 9, 8. Start by looking over the basic moves and the starting moves for your class. Pick out the move that interests you the most: something you’ll be doing a lot, or something that you excel at. Put a 16 in the stat for that move. Look over the list again and pick out the next most important move to your character, maybe something that supports your first choice. Put your 15 in the stat for that move. Repeat this process for your remaining scores: 13, 12, 9, 8.

It looks like I need Intelligence to cast Spells, which are my thing, so my 16 goes there. The Defy Danger option for Dexterity looks like something I might be doing to dive out of the way of a spell, so that gets my 15. A 13 Wisdom will help me notice important details (and maybe keep my sanity, based on the Defy Danger move). Charisma might be useful in dealing with summoned creatures so I’ll put my 12 there. Living is always nice, so I put my 9 in Constitution for some extra HP. Strength gets the 8.

6. Figure Out Modifiers

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Next you need to figure out the modifiers for your stats. The modifiers are what you use when a move says +DEX or +CHA. If you’re using the standard character sheets the modifiers are already listed with each score.

ScoreModifier
1–3-3
4–5-2
6–8-1
9–12
0
13–15+1
16–17+2
18+3

7. Set Maximum HP

Your maximum HP is equal to your class’s base HP+Constitution score. You start with your maximum HP.

Base 4 plus 9 con gives me a whopping 13 HP.

8. Choose Starting Moves

The front side of each character sheet lists the starting moves. Some Classes, like The Fighter, have choices to make as part of one of their moves. Make these choices now. The Wizard will need to choose Spells for their Spellbook. Both The Cleric and The Wizard will need to choose which Spells they have prepared to start with.

A Summoning spell is an easy choice, so I take Contact Spirits. Magic Missile will allow me to deal more Damage than the pitiful d4 for The Wizard class, so that’s in too. I choose Alarm for my last spell, since I can think of some interesting uses for it.

9. Choose Alignment

Your alignment is a few words that describe your character’s moral outlook. Each class may only start with certain alignments. Choose your alignment—in play, it’ll give your character certain actions that can earn you additional XP

The Neutral option for wizards says I earn extra XP when I discover a magical mystery. Avon is all about discovering mystery—I’ll go with Neutral.

10. Choose Gear

Each class has choices to make for starting gear. Keep your load in mind—it limits how much you can easily carry. Make sure to total up your armor and note it on your character sheet.

I’m worried about my HP, so I take armor over books. A Dagger sounds about right for rituals; I choose that over a staff. It’s a toss-up between the Healing Potion and the Antitoxin, but Healing wins out. I also end up with some rations.

11. Introduce Your Character

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Now that you know who your character is, it’s time to introduce them to everyone else. Wait until everyone’s finished choosing their name. Then go around the table; when it’s your turn, share your look, class and anything else pertinent about your character. You can share your alignment now or keep it a secret if you prefer.

This is also the time for The GM to Ask questions. The GM’s questions should help establish the relationships between characters (“What do you think about that?”) and draw the group into the adventure (“Does that mean you’ve met Grundloch before?”). The GM should listen to everything in the description and ask about anything that stands out. Establish where they’re from, who they are, how they came together, or anything else that seems relevant or interesting.

“This is Avon, mighty wizard! He’s a human with haunted eyes, wild hair, strange robes, and a thin body. Like I mentioned before his robes are strange because they’re literally not of this world: they came to him as part of a summoning Ritual.”

12. Choose Bonds

Once everyone has described their characters you can choose your bonds. You must fill in one bond but it’s in your best interest to fill in more. For each blank fill in the name of one character. You can use the same character for more than one statement.

Take some time to discuss the bonds and let The GMAsk questions about them as they come up. You’ll want to go back and forth and make sure everyone is happy and comfortable with how the bonds have come out. Leave space to discover what each one might mean in play, too: don’t pre-determine everything at the start. Once everyone’s filled in their bonds read them out to the group. When a move has you roll+Bond you’ll count the number of bonds you have with the character in question and add that to the roll.

With everyone introduced I choose which character to list in each bond, I have Paul’s Fighter Gregor and Shannon’s Cleric Brinton to choose from. The bond about prophecy sounds fun, so I choose Gregor for it and end up with “Gregor will play an important role in the events to come. I have foreseen it!” It seems like The Wizard who contacts Things From Beyond and The Cleric might not see eye to eye, so I add Shannon’s character and get “Brinton is woefully misinformed about the world; I will teach them all that I can.” I leave my last bond blank; I’ll deal with it later. Once everyone is done I read my bonds aloud and we all discuss what this means about why we’re together and where we’re going.

13. Get Ready to Play

Take a little break: grab a drink, stretch your legs and let The GM brainstorm for a little bit about what they’ve learned about your characters. Once you’re all ready, grab your dice and your sheet and get ready to take on the dungeon.

Once you’re ready The GM will get things started as described in the First Session chapter.

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.

This section is for the GM so it's addressed to you—the GM. For the players, the first session is just like every other. They just have to play their characters like real people and explore Dungeon World. The GM has to do a little more in the first session. They establish the world and the threats the players will face. Don't worry, it's fun.

Prep

Before the first session, you'll need to print some stuff. Print off:

  • A few copies of the basic moves and special moves (double sided, basic on one side and special on the other). You'll want about one per player.
  • One copy of each class sheet, double sided.
  • One copy each of the cleric and wizard spell sheets, double sided.
  • A few copies of the equipment sheet.
  • The GM moves.
  • The GM worksheets.

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You'll also need to read this whole book, especially the sections on GMing (GM moves) and the basic moves. It's a good idea to be acquainted with the class moves too, so you can be prepared for them. Be especially sure to read the rules for Fronts, but don't create any yet.

Think about fantastic worlds, strange magic, and foul beasts. If you've played other fantasy games like Dungeons and Dragons think back to what made your old games so much fun. Remember the games you played and the stories you told. They can all provide inspiration for your Dungeon World game. Watch some movies, read some comics; get heroic fantasy into your brain.

What you bring to the first session, ideas-wise, is up to you. At the very least bring your head full of ideas. That's the bare minimum.

If you like you can plan a little more. Maybe think of an evil plot, or who's behind it, or some monsters you'd like to use.

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If you've got some spare time on your hands you can even draw some maps (but remember, from your Principles: leave blanks) and imagine specific locations. Flexibility is key when planning: what happens during character creation trumps anything you wrote ahead of time.

The one thing you absolutely can't bring to the table is a planned storyline or plot. You don't know the heroes or the world before you sit down to play so planning anything concrete is just going to frustrate you. It also conflicts with your Agenda: play to find out what happens.

Don't use the Fronts rules (in the next chapter) for the first session either. Those will come with time but in the first session you need to be able to focus more on getting the game rolling. The big picture doesn't matter so much, yet. Instead focus on getting the players into action, interacting with each other, and using the rules.

Getting Started

When everyone shows up for the first session briefly introduce anyone who hasn't played before to Dungeon World. Cover the mechanical basis of moves. Introduce the character classes, help players pick their classes, and walk them through character creation.

During this entire process, especially character creation, ask questions. Look for interesting facts established by the characters' Bonds, moves, classes, and descriptions and ask about those things. Be curious! When someone mentions the demons that slaughtered their village find out more about them. After all, you don't have anything (except maybe a dungeon) and everything they give you is fuel for future adventures.

Also pay attention to the players' questions. When mechanical questions come up answer them. When questions of setting or fiction come up your best bet is to turn those questions around. When a player says 'Who is the King of Torsea' say 'I don't know. Who is it? What is he like?' Collaborate with your players. Asking a question means it's something that interests them so work with them to make the answers interesting. Don't be afraid to say 'I don't know' and ask them the same questions; work together to find a fantastic and interesting answer.

Share the ideas you've brought to the table (either general ones or even a specific dungeon). If you're interested in starting with the players hunting for a lost wizard, tell them that. Until the players agree, it's just your idea. Once they nod their heads, it's part of the game.

Once everyone has their characters created you can take a deep breath. Look back over the questions you've asked and answered so far. You should have some notes that will point you towards what the game might look like. Look at what the players have brought to the table. Look at the ideas that've been stewing away in your head. It's time for the adventure to begin!

The First Adventure

The first adventure is really about finding out what future sessions will deal with. Throughout the first adventure keep your eye out for unresolved threats; note dangerous things that are mentioned but not dealt with. These will be fuel for future sessions.

Start the session with a group of player characters (maybe all of them) in a tense situation. Use anything that demands action: outside the entrance to a dungeon, ambushed in a fetid swamp, peeking through the crack in a door at the orc guards, or being sentenced before the King. If the situation stems directly from the characters and your questions, all the better.

Here's where the game starts. The players will start saying and doing things, which means they'll start making moves. For the first session you should watch especially carefully for when moves apply, until the players get the hang of it. Often, in the early sessions, the players will be most comfortable just narrating their actions—this is fine. When a move triggers let them know. Say 'It sounds like you're trying to…' and then walk them through the move. Players looking for direction will look to their character sheet. Be quick to ask 'so what are you actually doing?' when a player just says 'I Hack and Slash him.' Ask, too, 'how?' or 'with what?'.

For the first session, you have a few specific goals:

  • Establish details, describe
  • Use what they give you
  • Ask questions
  • Leave blanks
  • Look for interesting facts
  • Help the players understand the moves
  • Give each character a chance to shine
  • Introduce NPCs

Establish details, describe

All the ideas and visions in your head don't really exist in the fiction of the game until you share them, describe them and detail them. The first session is the time to establish the basics of what things look like, who's in charge, what they wear, what the world is like, what the immediate location is like. Describe everything but keep it brief enough to expand on later. Use a detail or two to make a description really stand out as real.

Use what they give you

The best part of the first session is you don't have to come with anything concrete. You might have a dungeon sketched out but the players provide the real meat—use it. They'll emerge from the darkness of that first dungeon and when they do and their eyes adjust to the light, you'll have built up an exciting world to explore with their help. Look at their Bonds, their moves, how they answer your questions and use those to fill in the world around the characters.

Ask questions

You're using what they give you, right? What if you need more? That's when you draw it out by asking questions. Poke and prod about specific things. Ask for reactions 'what does Lux think about that?' 'is Avon doing something about it?'

If you ever find yourself at a loss, pause for a second and ask a question. Ask one character a question about another. When a character does something, ask how a different character feels or reacts. Questions will power your game and make it feel real and exciting. Use the answers you find to fill in what might happen next.

Leave blanks

This is one of your Principles, but it's especially true during the first session. Every blank is another cool thing waiting to happen, leave yourself a stock of them.

Look for interesting facts

There are some ideas that, when you hear them, just jump out at you. When you hear one of those ideas, just write it down. When a player mentions the Duke of Sorrows being the demon he bargained with, note it. That little fact is the seed for a whole world.

Help the players understand the moves

You've already read the game, the players may not have, so it's up to you to help them if they need it. The fact is, they likely won't need it much. All they have to do is describe what their character does, the rules take care of the rest.

The one place they may need some help is remembering the triggers for the moves. Keep an ear out for actions that trigger moves, like attacking in melee or consulting their knowledge. After a few moves the players will likely remember them on their own.

Give each character a chance to shine

As a fan of the heroes (remember your Agenda?) you want to see them do what they do best. Give them a chance at this, not by tailoring every room to their skills, but by portraying a fantastic world (Agenda again) where there isn't one solution to everything.

Introduce NPCs

NPCs bring the world to life. If every monster does nothing more than attack and every blacksmith sets out their wares for simple payment the world is dead. Instead give your characters, especially those that the players show an interest in, life (Principles, remember?). Introduce NPCs but don't protect them. The recently-deceased Goblin King is just as useful for future adventures as the one who's still alive.