Anyone ever run a Savage Worlds/Dungeon World hack, i.e. using a Savage Worlds PC template grafted onto the narrative flow and Move-based action economy of Dungeon World?
I’ve successfully run an Astonishing Swordsmen & Sorcerers of Hyperborea/Dungeon World cross (which is really more the Dungeon World system bolted onto the AS&SH setting) and I’d really like to try doing this with the Hellfrost setting.
You’ll probably say I should ask the Savage Worlds community (and I might) but, what I think I’m more looking for is advice for running Hellfrost in the Dungeon World style so, more DW than SW.
I suppose I could retain the PC template and simply look to use DW GM Moves?
Thoughts for what this might look like?
I have no idea what to answer you so: sub
Several interesting challenges involved: mapping attributes (DW uses 6, SW 5 – Charisma is the missing stat), reconciling dice mechanics (DW is 2d6 + attribute mod, SW is your skill die (and wild die) vs a TN), and classes to classless (DW uses classes, SW does not) – all seemingly too disparate to attempt, honestly, without becoming a major time-sink (time being my least plentiful resource these days).
I’ve thought to perhaps simply retain the Savage World mechanics and adapt the degrees of success to incorporate the DW GM Moves, i.e. 6 -, 7-9, 10 +, as Savage Worlds uses a form of this in its fail/pass/raise die mechanic. Not sure how the probabilities compare, my sense is using the SW raise (+4 over your TN) as your 10+ result might end with far more 7-9 results but, it’s probably a fair start.