Premise: Dungeon delving and other D&D-style adventuring is a liminal experience.
Premise: Dungeon delving and other D&D-style adventuring is a liminal experience. The heroes confront the limits of the real, knowable, and obtainable, and therefore inevitably confront their own definitions of self and the good as well.
Conclusion: Dungeon World is good fodder for a Monsterhearts hack.
Each playbook needs a Challenge Move, for when the character pushes their boundaries to succeed at a present moment of crisis, and a Deepest Self revealed when the press of the things beyond the threshold break down self-deception and conventional wisdom. Need to think some more about those. In the meantime:
Bard: Hot +1, Cold +1, Volatile -1, Dark -1
Cleric: Hot 0, Cold +1, Volatile 0, Dark -1
Druid: Hot -1, Cold -1, Volatile +1, Dark +1
Fighter: Hot 0, Cold -1, Volatile +1, Dark 0
Paladin: Hot -1, Cold +1, Volatile +1, Dark -1
Ranger: Hot -1, Cold -1, Volatile +1, Dark +1
Thief: Hot +1, Cold -1 OR Hot -1, Cold +1, Volatile +1, Dark 0
Wizard: Hot 0, Cold 0, Volatile -1, Dark +1
Further noodling when I get around to it.
In my head, this is dungeon delving as something like a mashup of Andrei Tarkovsky and Clive Barker.