My dream for the present GMless document is to flow things back to DCC rpg as well, since I adore both games.
The monster making rules for DW are awesome, and I want to carry them over as well.
My request is this: can anyone point me to a decent DW to D&D monster conversion? Tags and such should work fine as is, but getting the questions on hit points/dice right is important. Of course, I could engineer from the ground up via the fiction, but I want to see if there are any examples of prior art.
http://book.dwgazetteer.com/appendices_conversion.html
Specifically;
Direct Conversion
If you run across a monster that you haven’t already created and which you don’t know well enough to convert using the monster creation rules you can instead convert them directly.
Damage
If the monster’s damage is a single die with a bonus of up to +10 keep it as-is. If the monster’s damage uses multiple dice of the same size roll the listed dice and take the highest result. If the monster uses multiple dice of different sizes roll only the largest and take the highest result.
HP
If the monster’s HP is listed as Hit Dice take the maximum value of the first HD and add one for each additional hit dice. If the monster’s HP is listed as a number with no Hit Dice divide the HP by 4.
Armor
If the monster’s AC is average give it 1 armor. If the monster’s AC is low, give it 0 armor. If the monster’s AC is high give it 2 armor, 3 armor for beasts that are all about defense. If it’s nearly invulnerable, 4 armor. +1 armor if its defenses are magical.
Moves and Instinct
Look at the special abilities or attacks listed for the monster, these form the basis for its moves.
What, you mean actually read all the words?
In seriousness, thank you. I knew I had seen these somewhere, but my searching was fruitless.
How is the GM-less mod going, anyway? I’d be interested in something like that.
It is going well. Its at the point where all the important “we need these things to play a game and build a world” are in play. The playtest today is for the Front ownership and narrative pacing angles, and to get some ideas re-articulated in ways that are sensible to people beyond myself and my home group, who have had quite a bit of GMless play in the past.
We have done GMless, Inspectres derived play for years, which is what inspired this. DW drops the straight Yes and straight No results from the table, and codifies both fiction first and the player /and/ world moves, so should give enough structure to channel group enthusiasm and momentum.