Dungeon World PDF Review

This Dungeon World PDF review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 61 / 100

Dungeon World PDF Review

The Dungeon World PDF comes in at number 13 on my list of best TTRPGs of all time. Is it a great game? Yes, definitely. Is the best of the best? No, definitely not.


That being said, some people LOVE the style of game that Dungeon World offers. Full disclosure though, it’s not my favorite. I do appreciate, however, what the game aims to “do,” which I think is quite unique.


Dungeon World doesn’t get a lower score from me just because I’m not a huge fan of the game’s style. Instead, what the game aims to be “about” could, I believe, have been executed/ presented better.


Finally, this review is specifically for the Dungeon World PDF as that’s the game copy I have at the time of writing. There may be some differences between the Dungeon World PDF and a printed copy when it comes to overall presentation and artwork, but the game’s mechanics are obviously the same.

Dungeon World physical copy at a gaming store

Dungeon World Uniqueness: (9/10)

Dungeon World is all about keeping the story moving. Of all aspects of this game, this is probably the best. I always enjoying playing tabletop games where the focus is kept on the story and off of the game’s rules.


Whenever there’s a skill check in Dungeon World, you roll a dice. If you get a 10+, it’s a full success. On a 7-9, it’s a partial success. On a 6 or lower, it’s a failure.


When characters fail, the DM gets to “make a move” – aka make things more dangerous in a way that advances the story. Mechanics aren’t as important in Dungeon World as deciding what kind of “situation” the players are in, and what skill check(s) should apply. There’s no definite way to do things, instead allowing players to have a freeform sort of storytelling.


When it comes to world building, the dungeon master creates the basis for an area, then asks three questions to the players about the area. As the players respond with their own creative input, ideas, and wishes, it gives the dungeon master a way to enhance the gaming world’s story by making use of other player’s world building thoughts. Honestly, this is such a great idea. It’s a built-in way for players to help contribute to the game world, which certainly makes the game experience better for everyone.


Ease of Learning Dungeon World: (8/10)

Dungeon World combines something that looks a lot like Dungeons and Dragons from a character-building/ math standpoint, with an almost totally freeform storytelling component. To me, it’s sort of an odd combination.


DnD, for example, has such in-depth character-building and math components to the game because much of the game is more heavily systematized than freeform Dungeon World. In DnD, you absolutely need to have specific info on your character in a multitude of ways. In Dungeon World, however, you sort of don’t. So, why closely copy Dungeons and Dragons?


The storytelling rules are very simple to learn for players, and reasonably simple for dungeon masters. Dungeon world is a game that hinges on the dungeon master’s individual skill since there aren’t many set mechanics in the game. If the dungeon master really does their homework and thinks through their storytelling, things go smoothly. If not, problems occur for everyone at the table.


Overall, I’d say Dungeon World is not the game a new group to tabletop gaming should play. Instead, it should be the game you play after you’ve already got a solid grip on how TTRPGs are played, when you want some variety in your gaming system.


Dungeon World Presentation: (5/10)

The presentation of the Dungeon World PDF is not that great, to be honest. Font choices, colors, etc. are ok. The chapters are clear as to when they start. But major parts of the rulebook aren’t clearly differentiated from each other.


I would say the overall presentation is of a medium-high quality. Not what you’d expect from a top-tier tabletop RPG, for sure. The lack of clear presentation in the Dungeon World PDF may cause you to use up a little more time than normal when searching for specific rules or sections, which just seems unnecessary.


Lore: (4/10)

Lore in Dungeon World is built according to your campaign. What I mean is that the game itself doesn’t provide lore, but rather a framework for building lore which players can use.


I actually don’t mind at all when games don’t provide much lore, as it allows for player creativity. In these open spaces, players can decide for themselves all kinds of custom ideas for their RPG campaign and campaign world.


However, when it comes to Dungeon World, I think this concept of not providing lore, but rather open space, doesn’t quite work. The reason is that Dungeon World doesn’t provide enough framework in the game’s core mechanics to help players create memorable campaigns. Since each segment of play in Dungeon World is already so freeform, it almost creates a game, like Savage Worlds, where the dungeon master and players have to create everything. Every single thing in the gaming world. For some players, that sense of freedom is perfect. But for most, I’d say, it’s a bit overwhelming.


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Combat in Dungeon World: (6/10)

In Dungeon World, unlike most TTRPGs, there is no separate system for combat. No “rolling initiative.” Nothing different occurs in battles than what happens with other skill checks. In many ways, this overall concept is great.


When it comes to combat (or skill checks of any kind) the dungeon master does not roll dice. Instead, the dungeon master says what happens, players respond, then players make any necessary dice rolls, and an outcome is established.


Since there is no initiative in combat, when outcomes are established, every relevant piece of the combat scene concludes simultaneously. For example, if a player is fighting a dragon, both attack each other at the same time. This is another aspect of combat in Dungeon Worlds that I really like as it seems very realistic to me.


If a player gets a success on their skill check against an enemy they’re fighting (let’s say a dragon, for example), they dodge the dragon’s attack and might deal damage to them. On a partial success, both might deal damage to each other. And on a failure, the player takes damage.


When damage is dealt in combat, it isn’t just a number. Instead, the dungeon master explains damage in a way that conveys a story. Then, the player again responds to that story, saying what they want to do next. Which leads to another skill check, and so on.


Skill checks and combat in Dungeon World are very dynamic as a story-telling device. I love that it’s not just two characters standing in the same place whacking each other with swords until one dies. What I don’t like is that for people who aren’t very creative and need a little more structure, the game doesn’t provide any help. Combat is another situation in this game where the freeform aspects of play may not provide enough material for players to work with.


I’ve also found that games like Dungeon World tend to lack the exact level of intensity in combat and dramatic scenarios that they strive for though storytelling, alone. The first couple battles in a gaming session may be intense, but the game lacks that feeling of “oh shit, my character might die.” The reason is that everything is so abstract with pure theater-of-the-mind that it’s easy to lose a sense of real danger.

Since players have so much control over what their character does in combat, and there’s so little structure, it’s possible for a player to completely remove their wounded character from a dangerous situation – thereby also lowering the intensity and drama of the fight.


Game “Flow”: (5/10)

As with other tabletop RPGs on my top TTRPGs of all time list, Dungeon World is heavily dependent upon a solid dungeon master. With a strong dungeon master, the game’s storytelling rocks, everything flows well, makes sense, is unique, and a great and satisfying tale is told.

However, since the system depends so heavily on the dungeon master, problems easily arise. What if the dungeon master’s off one day? Or what if they just aren’t very good at creating tension and an enjoyable game flow? What if – and this is a big one – the DM is new to their role and hasn’t yet quite figured it out?


Dungeon World is either a great game that’s very engaging, or a terrible game that lacks structure. Of course, with any tabletop game, the people playing the game make it great or terrible, and player skill level always counts. But games that rely too much on player skill and creativity tend to sometimes tank, especially with new players.


Artwork: (2/10)

The cover art for the Dungeon World PDF is very cool. But depending on your version of the game (print, PDF, supplemental, etc.) the art is not high-quality, throughout. In some versions, there are art sketches that are cool, but they are mostly simple black and white ones.


You should not buy the Dungeon World PDF for the artwork within. I’d say it’s no big deal since tabletop games are really about the game, not the artwork. However, there are so many great tabletop games on the market today – so many that are better than Dungeon Worlds – that also have phenomenal artwork, that it really is a big deal.


When it comes to tabletop RPGs, artwork strengthens players’ ability to “see” themselves and their characters in the game world. So, having lots of great art in the game’s core rulebook is a major plus.


Ease of Purchase: (5/10)

Surprisingly, it’s not that easy to purchase the Dungeon World PDF or printed copy as the Burning Wheel website is pretty out-of-date. Thankfully though, the game can be purchased on Amazon.


Price & How Many Books Do You Need to Play: (10/10)

The Dungeon World PDF is $10, and all you need to play is just one book. Tabletop gaming price literally doesn’t get better than that.


Fame & Availability of Supplemental Material: (7/10)

Dungeon World won some big awards in 2012, when the game first launched.



Dungeon World is a very popular game – or at least was when it first came out. For continued play though, there is no supplemental material, and no one really continues promoting the game or building the community, nowadays.


If you wanted to start an ongoing campaign with Dungeon World, you could almost certainly find a gaming group for it. I would suggest, however, that you and your players all first get a firm grasp on how the game is played, before beginning. The reason is that the expectations of how a game like Dungeon World is played are far different from other popular tabletop RPGs, and by making sure everyone’s on the same page, you increase your chances of having a successful campaign, from the start.


Dungeon World PDF is Produced By:

Burning Wheel

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
By Jacob Tegtman November 25, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JgWieYGo8k8 Transcription In Druskenvald, the fields whisper. When the harvest is ready, something else rises too — figures of burlap and bone, lit from within by ancient green magic. Welcome to Druskenvald, under the eerie light of the Crooked Moon, where the Harvestborn stand as living scarecrows bound to the land, the harvest … life and death. Crooked Moon has become one of my favorite adventure supplements of all time, and you can get a copy from D&D Beyond. Today on Eternity TTRPG , we’re diving deep into one of the most unique ancestries in the Crooked Moon setting: the Harvestborn . Whether you’re a player looking to build an unforgettable character, you’re a DM planning your next atmospheric campaign, or just someone who loves rich D&D lore, this video is for you. We’re breaking down who the Harvestborn are, where they come from, what makes them so magically eerie, and how their mechanics and lore work together to create incredible storytelling opportunities. Think of this as your complete guide to understanding — and playing — these scarecrow-souled guardians of Enoch.” The Harvestborn are somewhat like other mechanical races in D&D — but their spooky scarecrow model just makes for great stories, worth telling. In The Crooked Moon / Druskenvald setting, each ancestry (or “species”) does have a sort of “home province,” but that doesn’t necessarily mean they only exist there. Harvestborn are a constructed species native to the province of Enoch in Druskenvald. According to lore, they are crafted with great care by the lord of Enoch, Methuselah. These constructs are infused with a vibrant, green magic — the same life-essence that flows through the fertile fields of their homeland. Methuselah is the patient, almost paternal figure who oversees the province of Enoch . He is deeply attuned to the green magic of his land — not merely as a ruler, but as a guardian of the cycle of life, death, and rebirth: under his watch, Harvestborn are created, nurtured, and eventually laid to rest so they may be reborn. Though he is a lord, Methuselah is less interested in dominion through fear, and more through stewardship: his role is tied to growth and harvest, not conquest. This makes him a figure of both authority and nurture — one who shapes his people not just from straw and wood, but with intention and magic. In a province-overview document for Enoch, Methuselah is described as: “a black-furred cat-man with eyes as gold as the province’s grain fields …” For role-playing, you could lean into the mystery of who this creator of Harvestborn is, and how his Character affects the Harvestborn: Where did this mysterious, and obviously powerful figure come from? What is his magical or ancestral origin? Does he share any soul-link with his Harvestborn creations? Back to the Harvestborn, they resemble scarecrows — bodies of wood, straw, metal, and other implements. Their heads glow, sometimes made from pumpkins, turnips, or even burlap sacks. But though they look like eerie husks, they are deeply tied to life … and to death. In their society, they live in harmony, focusing on community, fellowship, and the cycles of growth. Food is their harvest; death is their rebirth. Mechanically, Harvestborn are constructs — not quite living, but driven by magic. They are Medium size, approximately 4 to 7 feet tall, and in-game move at 30 feet per round. One of their defining traits is called Culling : when a Harvestborn damages a creature that is already wounded, they can deal an extra 1d12 necrotic damage . That’s powerful — especially when you’re finishing off a foe.” But like their creator, they’re not just about dealing death. Harvestborn also have Gift of the Green . As a bonus action, you can touch the ground and grant healing: a friendly creature within 30 feet can roll a Hit Die, and they heal the amount rolled plus your proficiency bonus. Then there’s Jack-O-Lantern : you know the Dancing Lights cantrip, and you choose whether your spellcasting ability is Intelligence, Wisdom, or Charisma. Being constructs, you don’t need to breathe, eat, or drink. That’s the Scarecrow Nature trait. And for rest, you can actually skip sleep entirely: instead, you can take a Watchful Rest — staying motionless and conscious for 4 hours, but still count it as a long rest. The Harvestborn are deeply thematic. Their existence is a living tension between life and death — they harvest crops, but they also harvest life’s vital essence. Their cycle of rebirth is intrinsic: they often live around 100 years , and then ‘accept death’ … only to be reborn again. As a player, this opens up incredible role-playing opportunities. Do Harvestborn remember their past incarnations? Do they cherish each lifetime, or dread what comes next? Are they fully aware of their created nature … or do they feel things in a way similar to how a living soul does? From a thematic standpoint, Harvestborn embody folk horror beautifully: agricultural rituals, seasonal death and rebirth, quiet sacrifices in the fields. Their identity is bound to community — they grow and heal their people, they protect the land … but they are also constructs, perhaps seen as eerie or uncanny by outsiders. On a personal level: what memories do Harvestborn carry between lifetimes? Do they still form strong bonds with people of other ancestries, knowing they might reincarnate only to find their friend permanently dead? And then, perhaps, do they fear what it means to be reborn? “So — why pick a Harvestborn for your Crooked Moon game? First, for the unique flavor: you’re not a typical D&D race. You’re a magical construct with deep roots in folk horror. Your mechanics reflect a duality: offensive power (Culling) and support (Gift of the Green), with cycles of death and rebirth.” “Second, the role-playing potential is huge. Harvestborn come built in with internal conflict, an apparently never-ending cycle of life and death, the mystery of reincarnation — that’s rich ground for character development. And third, they fit the Fall/ Harvest time aesthetic: moody fields, harvest rituals, green magic shimmering in twilight — Harvestborn are made for a Harvest/ Halloween setting.” At the end of the day, Harvestborn are more than just scarecrows — they are echoes of the land itself, vessels of green magic, and agents of an eternal cycle. In the folk-horror world of The Crooked Moon, they also bring a unique combination of power, mystery, and heart.” But now, it’s your turn. If you were to play a Harvestborn in your next game, how do you think you’d face your life, knowing that even after death – you’d simply be reborn? Would you welcome rebirth — or resist it, knowing that you’d never be able to outrun yourself, even at the end of your life? And if you could carry something forward into your next life – experiences you’ve had, love you’ve shared, desires you’ve felt, what would that be?” “Drop your thoughts in the comments — I’d love to hear your cool Harvestborn roleplay ideas. And if you enjoyed this deep dive into one of Crooked Moon’s coolest ancestries, don’t forget to like, subscribe, and hit the bell. Next time, we’ll explore another one of Crooked Moon’s lineages. Until then, may your roots stay deep, your light burn bright, and may every ending lead you toward your next beginning.
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