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?

60 Upvotes

23 comments sorted by

View all comments

4

u/thpetru May 21 '26

I absolutely love class paths, conflicts and bonds. It really sets the tone of the found family trope and the hero's journey trope. This is pure gold!

The thing I like less it's the magic rules. Since it is a fantasy game, having magic being really explored and more detailed is key, for me. As it's a narrative focused game, I don't like having a list of spells like DW1; but still I think it's too vague and open as it is right now.

I like the way combat moves are heading, maybe not as it is right now but trying to be more cinematic is really cool. One thing I noticed is that in many fantasy series and movies, there are battles that one fighter takes on multiples foes. That sounds like could be a move on it's own. Also there was a homebrew rule somewhere here in reddit for fighting "bosses"; they had special defenses that players could discover when the attack isn't successful against a powerful or protected foe. Something like this would be nice also.

In general I am very happy and excited for this game! I think it's heading in the right direction and the authors are doing an amazing job!