There's definitely nothing preventing classic tank/dps/skill/healer setup but you don't need it to the same extent! I've definitely run Dungeon World with All Combat parties, All Spellcaster Parties, etc and had no issues! As long as you aren't stepping on each other's toes to an extent that it's not *fun* for you, then you're in the clear! And if we're "missing" a role, I'll just make changes to how I GM (no healer? Cool! I'll do hp damage less often or give more opportunities for healing).<br/><br/>I kind of like the idea of like "first adventure out in the world" and trying to build something that has some ongoing campaign plot feel. Heroes, you must throw the Buttplug of Evil into Mount Doom! (Kidding... kidding...)<br/><br/>What if we started off with some kind of small, kind of off-the-grid location. Most of the town is probably farmers or people who haven't traveled, some of the players could be from there or some could be passing through on their earlier travels. Even could have someone coming in like, "I was sent here because a prophecy brought me." I think that would let us have players keep whatever sort of character they want while keeping exploration of the world a cool, eye opening experience.  Bring in a demonic threat that attacks the town, get some things going with that, and then dive into like "The King needs to know about this threat! You four, you seem capable enough! Go save the realm!"<br/><br/>