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.

October 19, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=w_l3hijcNcI Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I go over different things in the tabletop role-playing universe from the game that my husband and I cr- are creating, to D&D, to goodness knows what, right? Um, this go around, I am going to talk about common mistakes you find from new players or longtime players when you're playing D&D. Now, keep in mind, I have only played D&D once or twice. Um, I personally was not a fan of the system. However, these are just common mistakes you can find in just about any tabletop role-playing game when you're just getting started. So I thought they were kind of relevant. Um, so we're just gonna hop right in, and I may rapid-fire these. So common mistake number one is thinking that a nat 20 succeeds at absolutely everything. So this one I find really funny, actually, because you would [00:01:00] think that with the best dice roll, you could do anything, right? Um, turns out you can't. So as far as combat goes, um, a nat 20, it'll always automatically hit. You'll always do damage. There's no question about that when it comes to combat. However, when you're starting to look at, um, ability checks, and you're in these different, um, situations that don't involve combat, a nat 20 does not mean much. So it comes down to your DM and what your DM decides. For example, let's say that you are trying to persuade a king to hand over his whole kingdom, right? And you roll a nat 20, and you're thinking, "Yes, I did it. I have a kingdom now." And DM's like, "Uh, no, you don't." The king may be more likely to put you in a place of power in the kingdom, but he's not gonna hand over everything. [00:02:00] Um , so that just ... It all comes down to the DM regardless of what you're rolling. Um, so that is something to keep in mind, and don't get overexcited about your, uh, rolls. Never get excited about them, honestly, unless it's combat, so keep that in mind. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details Other mistake that I find very interesting that happens a lot is forgetting that [00:03:00] your proficiency in different skills matters. Um, so when I go to build a character, I just build something that's fun and cool, and I don't really care about the stats, and that's probably something that I personally need to change. But I imagine that if I'm like that, I may not be the only one. Um, so whenever you're rolling in D&D combat or ability checks, you do add your proficiency bonuses, right? So it's almost never just the dice roll. Um , so you really should be paying attention to your proficiency, and if you wanna be someone that is really sneaky, for example, then you need to look at your proficiency in stealth because you can't be sneaky without a high proficiency in stealth. So definitely something to think about when you're building a character. Um, another Mistake that's pretty common is trying to maintain two concentration spells. Um, so [00:04:00] the misconception is that you can have one already running and you can cast another and you can maintain both. Um, actual rule in D&D is you can only concentrate one effect at a time. Um, that is very odd to me just because as a normal human being, we are able to multitask. I mean, maybe not well, but we can. Um, so that is one thing that I personally do like about the tabletop role-playing game that my husband and I are creating is that you can have multiple things that you're concentrating, um, as long as you have the proficiency to do so. But anyway, D&D doesn't do that, so don't do it. Um, let's see. Um, let's see. Um, other thing that comes up pretty often is that thinking your turn when you go to do any kind of combat is just for attacking. So this ... We talk about [00:05:00] combat, right? And all you think of is attacking your opponent, but it's really outdoing your opponent, outthinking them, and you can do other things like dodging, dashing, disengaging, hiding, searching, um, and helping others in your party, right? You don't just have to attack the boss. You can do more. So something to think about, right? Um, okay. This is a mistake that I find in every tabletop role-playing game, and maybe it's not even a mistake. Maybe it's just how people are. But I struggled with this extremely. I still struggle with it, is that to play a role-playing game, you think you have to be a professional, like a professional actor. Uh, truth is, you don't. You really don't. You can just use your normal voice. You can, like, have your normal personality. You can just put you on the paper. And that is what I did for multiple campaigns when I first started doing this kind of stuff [00:06:00] with any tabletop role-playing game. So keep that in mind. You don't need to be anything special. You don't even need to know anything. You don't have to know a single thing about the tabletop role-playing universe. Just write stuff down. Just write it down. Try your best. Call it good. You don't have to be perfect. Okay. So with all of that, like I said, rapid fire things, misconceptions, mistakes that we see in D&D and other tabletop role-playing universes. What is something that you thought before you started playing or even as you're playing or even that you see other people do that is a misconception or mistake when in your tabletop role-playing universes? Drop a comment below. Let me know. Also, let us know how we're doing. Like, comment, subscribe, and keep it going.
October 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=FtIN1OHjTZQ Transcription [00:00:00] Welcome back to Eternity TTRPG channel, um, where we talk about different happenings in the TTRPG universe as well as what's going on with our game, um, with the Sparks of Eternity universe. So I'm gonna try and keep this one short, sweet, to the point 'cause I have a lot of stuff I gotta get done. Um, so this weekend we are gonna be attending our first convention where we, like, have the official product to sell. Um, we have done conventions in the past. Um, I've been a part of two of those conventions. I know my husband has done a few more than that. And at those conventions, it was all about, like, just trying to keep the tabletop role-playing universe alive and explain what, um, we're trying to bring to the table with it, um, explain more about the world of Eternity and all that kind of stuff. Um, this go around, as I said, it's gonna be the first time [00:01:00] that we actually have a product. Um, and I know I've talked about it before. If you're new here, that's gonna be Sparks of Eternity Emanation, and it is a... We're still figuring out the wording of this, so if you've played it and have a better idea, let me know. But it is a tabletop role-playing combat party card game. Okay? So go ahead and, you know, think of your tabletop role-playing. You're gonna have dice rolls, you're gonna have different classes, and you know your classic stuff like the druid is a shapeshifter, assassin is, you know, assassinating and that kind of stuff, right? Well, now you take that, you put all their abilities into a deck and you start at level zero, you work your way up to level 10 and you just try to take out your opponents or survive the longest. You're... I mean, good luck to you either way, right? Um, [00:02:00] so that is what we're gonna be showing off at the convention this weekend. And with this convention there has been a lot of planning and it's just been like a labor of love trying to get everything ready for it, honestly. Because we have to travel for the weekend, you know, stay in the hotel, pack the car, make sure the dog's taken care of, all that kind of stuff, right? Um, but then we also have to think of the booth itself and, well, what do we want the table to look like? Do we need a tablecloth? What should the tablecloth look like? What about a background banner? And all this different stuff, right? And we didn't know we would be doing this convention until about two months ago. So it's been about a two-month scramble getting everything ready for it, all for this three-day weekend. And over this three-day weekend, we have eight hours on Friday, 12 hours on Saturday, and another six hours on Sunday. So [00:03:00] that's 26 hours over the weekend that we're gonna be vending, um, and hoping to do our best with it, right? Um, so one thing that I do wanna show you guys that I am very excited about is we went ahead and worked with an artist. Um, it is our new artist for, um, the Sparks of Eternity franchise, and he created our banner artwork, which I really-- I am so excited with what he created, um, for us to show off what the world of Eternity really is, right? Um, so here it is. And with this, you know, banner, we're trying to show, like, basically you as the player reaching out for all these different ideas, all these different sparks, while also giving itself to the lore of Eternity where you have The Stag and, um, Saint Ranroth on the other side, um, and just their storyline. Now, of course, you guys [00:04:00] don't know all the lore and everything behind all of this. We do and we cannot wait to reveal it all in due time, you know? 'Cause we have these plans that we're setting in motion, and this convention is just another part of that plan. So, as I said, I have a lot of stuff to get done leading up to this convention for the weekend, so we're gonna post this, you know, do all the work with that, and then continue getting ready. Um, we will be at the Pittsburgh Gaming Expo this weekend, and that is what we'll be doing. So if you happen to watch the channel and see us there, say hi. Um, if not, definitely keep following along with our journey and make sure you check out our website for the game that we're selling. Um, wish us the best of luck, and as always, like, comment, subscribe. Let us know how we're doing. Let us know what you wanna hear. Thanks, y'all.
September 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=hMFP7UHtWEU Transcription [00:00:00] Welcome back to Eternity TTRPG, where we go over different happenings in the TTRPG universe, as well as talk about the game that we have been creating. Um, this go around, I think all of the hype is around, um, D&D World of Warcraft. Um, the Dungeon Masters, like, YouTube channel decided to go ahead and start a new campaign all around the World of Warcraft stuff, um, using all of those materials, even though it doesn't release until, like, mid-November. Um, so there's a lot of talk about everything that they're doing and what's going on. So I thought I'd give a little rundown of what to expect with the World of Warcraft expan- or excuse me, World of Warcraft, like, collaboration that's going on, right? So there was a lot of speculation when this first came out what it would be over. Like, is it gonna be one of the classic expansions like Burning [00:01:00] Crusade or Pandaria and just pull from one of those? Do we get any of the classic dungeons like Deadmines or Deepfathom? Um, and also what classes are they gonna bring to the table? What about subclasses and all of that kind of stuff? So I'm just gonna go over what we kind of know, um, and I think that's all that's been revealed. So with that in mind, you have, um- 13 World of Warcraft classes, um, along with they are featuring nine new and revised subclasses, and there's over 40 different specializations. So classic, um, classes that you're gonna be seeing from World of Warcraft is gonna be like Death Knight, Demon Hunter, your Druid, Mage, Priest, Monk, Warrior, Paladin. Um, they are doing the Evoker, which I think is relatively new compared to where the setting is of the, um, [00:02:00] guidebook that they're coming out with. Um, the book itself that they're coming out with, of course, has-- It does have your classic dungeons like Deadmines, and Deepfathom, and, um, Scarlet Monastery, uh, along with like Dire Maul and Shadowfang Keep. Um, so I think that's really neat that they're actually gonna do some of those, um, instances which I have fond memories of Deadmines especially 'cause, you know, that was just-- it was a classic. And they ended up coming back and remaking it for higher level which was really neat too to get more of the storyline there. Um, and then along with all of this there is like 50 monsters and 30 dungeon bosses that they give stats for in the guidebook which I think is neat because you're not gonna run out of monsters really easily with that. Um, I just hope that they reign true to like the [00:03:00] monsters that you would face and the different characters you would face in World of Warcraft like I think of the kobolds, um, in Elwynn Forest and how if you didn't, you know, prepare correctly you were gone pretty quick, right? Um, so I thought that was really neat. Um, I also think that they're reigning true to a lot of the professions and spells and magic items, um, such as Moonfire which I remember fondly from druids. Um, and then of course you have stuff like mounts and companion creatures that I think they're gonna bring into play as well, 'cause I of course remember like, oh gosh, you know, the classic horses that you see for any human. Um, and I specifically remember paladins riding them, so that was just in my mind. Um- Let's see what else we have. Oh, so subclasses that I found was gonna be like the Swashbuckler Rogue, the [00:04:00] Path of the Spiritual Guardian, and the Warrior of Mystic Brews. Which, why did that become the joke with your pandas in World of Warcraft? Why did they become the drunks? I never understood that. I still think it was a really cool touch, but now when I think of like pandas, and even Kung Fu Panda, for crying out loud, I just think of Po as like this drunk panda. Um, so I... Why did that become the thing? Yeah, um, with that all... Let's see. As far as what you can get, like D&D has this ultimate bundle going on where you get the whole like guidebook with all of the, you know, monsters, instances, potions, all that stuff. They also have like a map pack for the Icecrown Citadel, which you actually find in Northrend. [00:05:00] Um, so I think that's kind of neat. Um, and then they of course have the dungeon master screen. They have k- they have, um, the digital stuff to go all with it. Then they're doing like a promo with murloc minis. Which those murlocs, you know they're gonna have those as monsters, and you know they're gonna be mean and annoying, and they're gonna end up, you know, taking over your party pretty easily, 'cause that's what they did in the original World of Warcraft. And I had many bad experiences with murlocs, so when I hear that noise, I just, I, ew, you know, don't like it. Let's see. You know, it's just... When we think about this, right, I am so happy to see, like, us doing some world crossovers, uh, Dungeons and Dragons wanting to pull in more people. And when I [00:06:00] think of tabletop role play, my first thought actually does go to World of Warcraft, because that was like my first experience with playing a different character and having magical powers and having these different things to face and fight. So it's very nostalgic for me and, you know, in a way I kinda just want to get it for the nostalgia. Um, but the other side of this is like, is Dungeons and Dragons running out of ideas because they have to pull from existing universes? Or are they just doing what we already do when we make a campaign? You know, as a campaign, I think we pull f- As a dungeon master, campaign writer, all that kind of stuff, I feel like we pull from different things that we already see in the world around us. Um, for example, there was an anime, I'm trying to remember the name of [00:07:00] it. Um, but basically they got stuck in this video game, and you had to complete one level after another, and once you reached like level 100, you could finally leave the video game. Um, so I think we went ahead and pulled an idea of that, and like we would keep going back to this location. Every time we went to this location, it would be a different like level in it that we would ascend to. Um, sadly, that campaign never finished, but it's just another example of like we pull from the things that we enjoy, right? So if I enjoy from World of Warcraft, I'm gonna already pull ideas from that without needing the Dungeon Master Guide or needing D&D to do any kind of crossover. Um, but you know, they're bringing in two different names, um, for themselves between Dun- Dungeons & Dragons, World of Warcraft, bringing in two different audiences and, you know, bringing in new revenue for them, right? So, you know, I, I don't know. I think it's gonna be neat. I really like that they [00:08:00] wanted to do this kind of thing. But I mean, we already do that as people that make their campaigns as dungeon masters. So at what point are we really doing something new? I don't know. Leave your thoughts down below. Comment, like, subscribe, do all the stuff, and we'll catch y'all next time.
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