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.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
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.
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