Relationships and "Leveling Up" Your Bonds
"Dungeon World 2 is about a group of messy people embarking on dangerous fantasy adventures and growing into a heroic found family."
Since the very beginning, this has been the cornerstone of Helena and myself's vision for this game. This journey of struggling people building connections with each other, and through those connections they not only help and heal each other, but also help the world at large. Everything we've designed for this game has kept that core vision in mind, even when balancing it with other factors (see Calibrating Dungeon World 2).
This is why we had a Group Playbook in the very first pre-alpha version of the game, and it's also why, for this Final Alpha, we're going to try replacing that Group Playbook with a different system altogether.
I love the group playbook. Gaining advancements as your group gets better at cooperating sounds amazing, and a lot of fans were really excited by it. It wasn't perfect, however, as the mechanics and advancements on the sheet acted as additional things players were expected to keep track of in addition to their own character sheet.
There's something else though, a slight disconnect that's more fundamental but also harder