So, you want to “hack” another RPG, book, comic or other idea to run in Savage Worlds (or other generic game), how do you do it, where do you start?
Statement of intent. Do this, because you will be coming back to it for centring.
You want to call out what you are aiming for.
Define the theme, define what is in and out, how does the game facilitate what you need and how does it not. Once this is done, you can create a work list and get to it.
Theme.
This is crucial. You were drawn to a certain world for a reason, so keeping that on track is vital. How is theme defined? Graphics, artwork define the visual theme of a game and wording heroes the specifics. Games like Mork Borg, Mothership, The Mouse Guard or The One Ring are all built around strong visuals, a select style and careful wording.
As proof of this, the second edition of The One Ring is mechanically very similar to the first, but it is visually different enough, that the game feels different for it. The John Hodgson art, reminiscent of Angus McBrides work is aligned to the “old school English literature” look it represents, while the Free League version has the more modern “Scandi” hard and brutal look.
One feels like an homage to the literature, the other feels like a more precipitous, desperate take on the world, more in line with the modern movies. As an aside, that very Scandi-art draws me to Symbaroum, M-Space and others, but is not enough for me to re-buy basically the same game.
I must admit, good art sucks me into a world, my return to Pathfinder through Savage Worlds is in large part thanks to Wayne Reynolds art and some of my worst money sinks and near misses have been art based (Iron Kingdoms, Symbaroum, Tales from the Loop etc).
This then moves to fonts, graphic design and wording. If you want to engage people and keep them there (including yourself), then sticking to the feel of the original is important. Keep it on point, keep it brief, be fair and sympathetic to the original. The key I guess is to invisibly insinuate the new system into the original.
This may seem to be too much, but it is not really hard to do and helps keep the vibe on.
Mechanics.
Char-gen is logically first and most important aspect of the change. If you are making characters that fit into the world you want to play, half the battle is done as the mechanics will follow.
Like all games, Savage Worlds has its own mechanical structure. This is generally a boon for conversions, because it is designed to be used generically. It is not however a perfect fit for all themes without some work. The designers give you the tools, but they are choices that need to be made.
All I can say here is adhere to the limitations and feel of the original as much as possible. If you go full game “X” over all, then you are likely changing the original into something else entirely.
It is perfectly possible to make a realistic and dangerous world like Middle Earth fit with Savage Worlds, but the “look” may jangle. This is where theming comes in (see above).
Work out the parameters of your conversion, go back to your mission statement, make lists if required (what is in or out as suits).
Take for example, my own journey into Weird Western games inspired by my Malifaux miniature collection (all 1e metals). Deadlands by SW has some good ideas, but is not my cup of tea. I am especially not keen enough to dump massed clumps of money into a made world.
My version is a softer, more “New Orleans Noir” touch on similar themes. Weird inventions, some rare but genuinely powerful undead and monsters tied to Voodoo and Indian spirits, spirit magic etc, but not to the level of Deadlands. Basically, I want a more grounded but fantasy d100 take on Deadlands, but still use SW.
This is where SW shines. Take the core, turn to the Horror, Fantasy and even Supers or Sci-Fi companions when needed and you are set. Many of the monsters are even pre-made, or are only a few simple changes away.
Using the Companions and the Core only, I will lift out the elements that fit, maybe rename some to make sense to the world and remove what does not. This is easy, they show you how. It is the core of it.
Specific conversions of another work are also pretty easy generally, they just take understanding and effort. The simplicity of SW helps here.
Edges and Hindrances, skills, powers are there or if not can be added. Maybe rename some if you need, otherwise go as written.
Mouseguard for example, is a lovely system, but for a group familiar with SW especially for a quick game, it is just more to learn. It has “Wises” as skills, so I change the name. Parts of MG not represented are easily added, like sponsors and family, which then become elements of tests and other mechanics.
This is probably the most difficult bit, taking mechanics that are considered defining elements of another game and making them relevant in SW, such as the social and travel aspects of The One Ring. If in doubt, use the original as much as possible.
OK, putting it to the test.
Mothership hack for SW.
I will make a simple char-gen pamphlet or page inserts with basic mechanical changes to copy and replace the original. It is rules lite to start, so a replacement needs be no more. Most rule exceptions can be called out here such as the use of bennies etc.
To make the game feel perilous, I may remove the Wild Dice, Bennys, and/or remove/cap exploding dice.
The “classes” would be retained as backgrounds with skill packages, but some flexibility is allowed.
The Fear/Panic mechanic is a big element of MS, but the Fear mechanic in SW Horror is also fully developed, so I will go with the SW version for cosistency, but to be honest either would work.
The combat mechanic is actually pretty close with 3 wounds, but Bennys remove much of the “oh crap, your dead” vibe so probably none or fewer Bennys or a Benny-Fear test trade or just remove Benny wound soaks. Any of these may work, the system is flexible enough.
Styling is easy enough, it is graphic, stark and often duo-tone. The tone of the writing is similar, to the point and minimalist, with a little attitude. The Art is powerful stuff and for my own use*, I will re-use some or similar or just use the original source. You could even take any image and give it the “black and white line drawing filter” treatment. For adventures, all that is really needed is a major character and monster conversion sheet.
It would likely be easier to hack it for D100 I guess, seeing as it is a D100 derivative to start with, but I am looking for a different feel.
This works fine, just create the gear they are wearing in SW (most is in the Sci-Fi companion)! The key is in the visuals.
Why hack?
The reason is of course, so you can play the game you want with the rules that work for you, in my case a set of consistent rules that can be applied to a variety of genres. SW and D100 are my rides and both have generic rule sets available, you just need to fit the world to the rules and you are golden.
This is the only way I roll as a rule, always wanting to “improve” on the original anyway.
My “to hack” list;
Mouse Guard in either*. Scale is a big deal in MG, the little mouse has to land a killing blow on the enormous snake or it is all over. SW can deal with that or a D100 (Mythras) game with hit locations maybe. SW with wild card normal sized characters vs “extras” monster sized animals could be an easy fix.
The One Ring as D100 or SW*. D100 has the hard edge and feel, but SW can also do it as a wholistic switch.
Trouble Shooters (a D100 game) to SW. The D100 version is good, but a SW version would have more character “squishiness”. This is a rare case when D100 tries to do SW, so a reverse makes sense.
Tales from the Loop, Electric State (books) in D100 or SW*. The Loop is probably a SW fit with walkers etc, Electric State as more of a d100 gritty humanists game.
Pulp Cthulhu done pulpier with SW. The Horror Companion even has a Cthulhu section and I once had a full Cthulhu splat book for Explorer edition.
13th Age to SW. This is similar to the PF variant, but with 13A elements. Basically do generic fantasy with 13th age bespoke bits like the “one unique thing”, Icon relationships, world influences etc. Ironically, this may even end up being more complicated than the original in places, but easier thanks to system consistency.
Iron Heroes (a DnD 3.5 hack) to SW with Kev Crosley art. Most of what IH was about is in the wheel house of SW anyway.
A Symbaroum inspired “giant ancient wood-meets corrosive, self interested society” game in either*.
An Iron Kingdoms style steam punk game in SW (Sci-Fi/Fantasy companion), maybe with a Malifaux cross-over.
Something with street level super heroes, possibly Marvel in SW and Batman in D100 (Destined).
A John Carter-1889 Verne style game with either*, but SW makes the most sense.
A Malifaux style weird west game (with above).
Achtung Cthulhu (1e), which is a SW/Cthulhu 6e dual game already, just needs updating.
Lots more of course, even fleeting ideas that float across my mind as I see things, but all easily done.
*interesting to see the difference.
*all this is for personal use, not to share or sell, so no laws broken.