Currently in a 20+ session Dungeon World campaign. The party includes an Arcane Duelist (on the SRD I think), a Marksman (really just a re-skinned Fighter), a Ninja (re-skinned Rogue), a Captain and a Golem. The last two are from the Inverse World book, which is pretty solid and professional looking.
The main house-rules our GM added were the following:
- Maximum level raised to 20, with characters getting +1 to an attribute on even-numbered levels, and a new Advanced Move on odd-numbered levels. Leveling up still requires the same amount of experience. Advanced Moves available at levels 2-5 are instead available at 3-9, and ones available from 6-10 are instead available from 11-19. We did this mainly so that we could run a longer campaign without maxing out our characters early. The party's between level 11 and 14 right now, and we're getting into the Third Act of the adventure, so we'll probably get to 18 or 19 by the end.
- Initiative turn order. Yes, this isn't how DW's supposed to work, but we had problems where the louder / more vocal players would talk over the others and try to take several actions in a row, while the quieter ones wouldn't get to contribute much at all. So, everyone gets to make one move each round, then everyone gets to make another move, and so on.
- Combat grid. We use Roll20 and the GM makes excellent maps, so we basically just decided how many meters Hand / Reach / Close / Near / Far represented, then let players move a certain distance whenever they make a Move. They can also just dedicate their turn to movement only and go farther, though they may need to Defy Danger if there's a hazard in the way.
- Random loot tables including magic items, most of which either work like better versions of standard equipment, grant a bonus to an existing Move, or grant an extra Move a limited number of times per day.
Overall it's a great campaign and as someone who's run DW before, I appreciate these little adjustments.