Rune
Once A Fool
[MENTION=85870]innerdude[/MENTION], I'm not sure Dungeon World would satisfy your players' itch for tactical play, but I think it would be plenty robust enough otherwise. The "draw maps, leave blanks" principle can pretty easily be switched out with "paint a picture, leave room for discovery." Fronts, as usual, can do the heavy lifting from the GM side.
The tricky part is coming up with playbooks and setting-specific moves.
I've actually been working on a TOR/Dungeon World Hack, so, if you do decide to go this route, I could save you a lot of work. I've been keeping the tone of TOR as much as possible, including the assumed time-frame, so you'd still have to fill in some blanks, but it would be a starting point.
The tricky part is coming up with playbooks and setting-specific moves.
I've actually been working on a TOR/Dungeon World Hack, so, if you do decide to go this route, I could save you a lot of work. I've been keeping the tone of TOR as much as possible, including the assumed time-frame, so you'd still have to fill in some blanks, but it would be a starting point.
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