Starting Player Packet
What This Campaign Is
Section titled “What This Campaign Is”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.
What To Do Before Session Zero
Section titled “What To Do Before Session Zero”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:
- What kind of fantasy character sounds fun right now?
- What danger, mystery, or obligation might pull your character into adventure?
- What does your character want that cannot be gained safely?
- What kind of party dynamic sounds fun to you?
- Are there any themes, tones, or content you want included or avoided?
Approved Starting Classes
Section titled “Approved Starting Classes”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.
| Class | Fantasy Positioning | Use / Utility | Choose this if… | Closest D&D Feel |
|---|---|---|---|---|
| Bard [S] | Magical performer, lorekeeper, social catalyst | Support, knowledge, charm, morale | You want to inspire allies, know things, and talk your way into trouble | Bard |
| Cleric [S] | Divine agent of a deity or cosmic power | Healing, protection, undead/divine magic | You want faith, miracles, moral weight, and party support | Cleric |
| Druid [S] | Shapeshifting voice of the wild | Transformation, nature magic, scouting, strange wisdom | You want to become animals, speak for nature, and solve problems sideways | Druid |
| Fighter [S] | Weapon master and battlefield anchor | Damage, durability, martial competence | You want to be the best at violence and define yourself through your weapon | Fighter |
| Paladin [S] | Holy warrior bound by oath and conviction | Defense, judgment, divine authority, frontline leadership | You want vows, righteousness, protection, and hard moral choices | Paladin |
| Ranger [S] | Hunter, scout, guide, and companion-bonded wanderer | Tracking, wilderness, ranged combat, animal companion | You want travel, monsters, survival, and a loyal companion | Ranger |
| Thief [S] | Criminal specialist, infiltrator, and opportunist | Stealth, traps, locks, poison, dirty tricks | You want to sneak, steal, disable danger, and exploit openings | Rogue |
| Wizard [S] | Studied arcane spellcaster | Rituals, spell preparation, knowledge, reality-bending magic | You want books, spells, weird solutions, and dangerous arcane power | Wizard |
| Barbarian [S] | Outsider, conqueror, or larger-than-life warrior | Force, appetite, endurance, physical dominance | You want to be huge, intense, foreign to this land, and hard to contain | Barbarian |
| Immolator | Living flame, zealot, or vessel of burning power | Fire, sacrifice, intimidation, destructive magic | You want your power to be dangerous, symbolic, and costly | Fire Sorcerer / Zealot |
| The Fool | Lucky amateur, accidental hero, and comic wildcard who survives by momentum and nerve | Fortune, improvisation, resilience, disruptive support | You want a lower-status underdog who stumbles into big moments and turns bad situations around | Halfling Lucky / Folk Hero |
| The Mountebank [2] | Confidence trickster, social infiltrator, manipulator, and stage-magician rogue | Deception, feints, persuasion, disguise, social control | You want to outplay people with bluffs, schemes, lies, and charm instead of direct force | Bard / Rogue / Charlatan |
[S] standard-format alternate. [2] another alternate version.
A few playbook themes are not on the starting list yet. If one of those is the kind of character you want, tell the GM and we will point you to the closest approved option or let you know when that theme is ready to use.
Bonds Are Being Replaced With Flags
Section titled “Bonds Are Being Replaced With Flags”We are using Flags instead of the default Bond system. A flag is an invitation to the other players to bring interaction, pressure, temptation, trust, or a difficult choice onto your character. Each character chooses two flags at character creation. For the full rules, examples, and move changes, see Flags.
Compendium Classes
Section titled “Compendium Classes”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.
Session Zero Goals
Section titled “Session Zero Goals”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.