- The Adventurer — you go dungeon-delving for fame and fortune; the exact way you kill monsters (sword-fighting, spell-casting, arrow-shooting, god-invoking, back-stabbing, shape-shifting, kung-fu, etc.) depends on the options you take from the playbook.
- The First-leveler — you're young and eager and you wish you were as cool as the Adventurer: survive long enough and that may happen.
- The Leader — of an adventuring party (a small, but very powerful, gang).
- The Henchman (not gender-exclusive: you can be a henchwoman, henchqueerperson, etc.) — you earn your living by being around adventurers a lot.
- The Mayor — could be a council leader, town elder or whatever, and they're sort of like the Hardholder, in that they're responsible for a town and her citizens, probably with a militia to wield for that purpose.
- The Baron — you control land and a manor, possibly an actual castle, and lead an armed gang of violent people; also Hardholder-ish, but compared with the Mayor you've got different responsibilities and loyalties.
- The Merchant — a barkeeper, innkeeper or shopkeeper, possibly a craftsman like a weaponsmith, you've got an establishment sort of like a Maestro'D's.
- The Thief — comes with a guild, but with no warrant that the guild is their friend.
- The Wizard — not your average adventuring wizard (we've got that covered already), but the kind of wizard who owns a wizard's tower; optionally, your tower may include a dungeon.
- The Sellsword — you fight for coin and kill for a living; maybe you've got your own mercenary gang of which you're the captain, or maybe you're a solitary assassin from some dark cult.
When you go adventuring in a dungeon with your brave fellows, roll +a currently highlighted stat. On a 10+ choose 3, on a 7-9 choose 2:
- you are not wounded
- you didn't use up rare or valuable provisions (such as magic item charges, a potion…)
- you didn't give your adventuring fellows +1Hx with you
- you got a rich loot
- you got an even richer loot
- you gained a useful magic item
- you gained a powerful magic item
- you gained a permanent magic item
- bards are singing of your deeds
— § —
Now, the serious part. Please, don't think that the point of the above is to slander the real DW for not focusing on the aspects of D&D (or AW) that I right in this moment I'm thinking are more funny. Rather, I meant to illustrate a point I recently made on Lumpley's blog concerning player-vs-player conflicts in AW. Well, or maybe the joke pulled my leg and it became an end in itself.