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Dungeon World vs Warhammer Fantasy Roleplay

Compare Dungeon World and Warhammer Fantasy Roleplay side by side. See differences in complexity, dice, genre, cost, and more.

Dungeon WorldWarhammer Fantasy Roleplay
GenreFantasyFantasy
Play StyleFiction-First, Narrative, Playbook-Driven, Classic Fantasy, Beginner-Friendly, Rules-Light, Fast-Paced, Collaborative, Heroic, Open Source, Hackable, GM-FriendlyGritty, Deadly, Career-Based, Dark Fantasy, Roleplay-Heavy, Atmospheric, Low-Fantasy, Investigation, Corruption, Lore-Heavy, Licensed Setting, Random Character Creation, Roll to Cast, Grimdark
Core MechanicRoll 2d6 + ability modifier. On a 10+, you succeed. On a 7–9, you succeed but with a complication, cost, or hard choice. On a 6 or less, the GM makes a move (something bad happens) and you mark XP. Moves are triggered by fictional actions — describe what your character does, and the rules tell you when to roll.Roll d100 under skill or characteristic. Success Levels measure degree of success by comparing the tens digits of the target and the roll. Advantage accumulates during combat, adding +10 per point to attack tests.
Dice2d6d100
ComplexityVery LowMedium
AccessibilityVery HighMedium
CommunityHighMedium
LicenseCreative Commons CC BY 3.0No open license
Cost$$$$
PublisherSage Kobold ProductionsCubicle 7
Year20122018
Best ForGroups who want D&D-style fantasy adventure (dungeons, monsters, treasure, classes) but with fiction-first PbtA mechanics that keep the pace fast and the spotlight on the narrative.Groups who want dark, gritty fantasy where ordinary people face extraordinary dangers in a richly detailed setting. The career system creates unique character arcs from rat catcher to witch hunter.
HighlightsFull text available free under Creative Commons, playbooks let new players start playing within minutes, GM chapter provides structured principles and moves for running the game, large library of third-party playbooks and supplementsDetailed grimdark setting, career system creates varied character arcs, combat carries real consequences
ConsiderationsCombat lacks tactical positioning or grid-based options, long campaigns can expose repetitive move structures, damage dice are class-based rather than weapon-based which limits gear choices, no longer actively developed by its creatorsTightly bound to the Old World setting, Success Level math can slow play, expensive supplement line