<<< Back to Player Resources

Dungeon World Alignments and Bonds by Class

Alignments

Your alignment is a few words that describe your character’s moral outlook. Each class may only start with certain alignments. Choose your alignment—in play, it’ll give your character certain actions that can earn you additional XP

The Neutral option for wizards says I earn extra XP when I discover a magical mystery. Avon is all about discovering mystery—I’ll go with Neutral.

Barbarian

Bonds

Once everyone has described their characters you can choose your bonds. You must fill in one bond but it’s in your best interest to fill in more. For each blank fill in the name of one character. You can use the same character for more than one statement.

Take some time to discuss the bonds and let the GM ask questions about them as they come up. You’ll want to go back and forth and make sure everyone is happy and comfortable with how the bonds have come out. Leave space to discover what each one might mean in play, too: don’t pre-determine everything at the start. Once everyone’s filled in their bonds read them out to the group. When a move has you roll+Bond you’ll count the number of bonds you have with the character in question and add that to the roll.

With everyone introduced I choose which character to list in each bond, I have Paul’s fighter Gregor and Shannon’s cleric Brinton to choose from. The bond about prophecy sounds fun, so I choose Gregor for it and end up with “Gregor will play an important role in the events to come. I have foreseen it!” It seems like the wizard who contacts Things From Beyond and the cleric might not see eye to eye, so I add Shannon’s character and get “Brinton is woefully misinformed about the world; I will teach them all that I can.” I leave my last bond blank; I’ll deal with it later. Once everyone is done I read my bonds aloud and we all discuss what this means about why we’re together and where we’re going.

Barbarian

PRAlignmentsBonds (last edited 2019-01-14 20:54:00 by kenshivalion)