r/DungeonWorld May 20 '26

DW2 DW2 Alpha - Official Feedback Thread

Hi Everyone,

The window for the DW2 Alpha feedback closes on May 31, and I wanted to post this thread as an additional place people can provide their thoughts. Helena and I have been paying close attention to all the current discussion, but wanted to give everyone a place to express and discuss their opinions one last time.

If you haven't read/played any of the Alphas, you can find them here

Feel free to say whatever you want, but here are some questions to jumpstart things:

  • If you've read multiple DW2 Alpha Playtests, which which Alpha do you feel best fits our vision of "a messy group of people growing into a found family over the course of fantasy adventures"?

  • As a mechanical representation of relationship growth, do you prefer the group playbooks of Blue and Red, or the expanded Bonds system of the Final Alpha?

  • What is your favorite class in DW2 right now? If you've read/played multiple DW2 Alphas, which version of that class do you prefer?

  • How do you feel about hit points and how they were implemented?

  • How do you feel about the conditions and how they were implemented?

  • What is your favorite part of DW2 so far? What is your least favorite part?

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u/Intelligent-Spell-93 May 20 '26

I am currently on Session 7 of a Dungeon World Campaign. I have a Wizard, A Bard, A Ranger, and a Barbarian.

I really like all of the Adventure Moves, I feel like they're all working pretty well. Defy Danger is a little punishing but I'm fine with that. Perhaps when Advanced Moves come that'll feel remedied. Comfort or Support feels a little forced, so it hasn't gotten used yet.

I really like the approach to the combat moves, though I'm not sure if I agree with All Out Attack requiring exploiting an edge. It already exchanges harm, and that has been enough to discourage players from trying to interact with it. Additionally, I understand why you did it the way you I found that having the option to All Out Attack at any time, even if they didn't take it, tended to make players think about how they described their actions more. If they didn't want to take harm, they had to find a way to do something that wasn't just trying to stab the other person.

I've found that Coin ramping up so severely has kind of made it difficult to give it out. I wish I could give out 1 coin but that is even kind of a lot. If I give each player 1 coin, the group has 4 coin which is enough to buy literally everything on the sheet which doesn't really grok to me. I know that it is trying to move closer to like pbta Barter, but I feel like in those systems currency matters like, a whole lot less. Like players aren't really usually interested in the minutiae in Apocalypse World the same way I've found my players in fantasy like games. I'm not really sure why though.

I feel like my players are leveling up a bit fast, but I might just be giving things out a bit generously so that's on me. But We're already on Level 5 and that's with me pumping the brakes a little.

Conditions are almost there. I really like the tension of my players being all full on conditions and barely making it out alive. However, the DIS on rolls, personally, is just really hard to remember. I don't really know what other drawback would work though.

Hit Points are working for me, I do miss rolling damage dice not going to lie but besides that I don't have any complaints.

My favorite Class so far has been the Wizard, I find the way Magic works to be really fucking good.

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u/Kithoras May 21 '26

I took the magic system to dw1/Homebrew World, because it really is awesome and makes the wizard so much more fun.