Class Warfare
I thought Class Warfare was going to be a rules-lite approach to creating classes for DungeonWorld, rather along the lines of the variant rules for races in Dark Heart of the Dreamer. This was my preconception of the book and I'm not going to hold it against it that Class Warfare is something subtly different. It is a toolkit for deconstructing the existing classes into components that can be used together to create new playbooks and also a rich source of new moves. The technical analysis of how DungeonWorld's class playbooks work is excellent and worth a read for anyone interested in game design (particularly of DungeonWorld playbooks) and the relative merits and flaws of DungeonWorld in particular. With that done the book then moves onto an example new playset and illustrates how the book is to be used to construct new character classes. The bulk of the book is made of various classes that are tighter in scope that the ones in the main rulebook. Most of the main book classes