Nightfall said:Scourger,
Well I'm more in favor of the first idea than the second one. I only offer that other option because perhaps not every DM would be that willing to do so.
I'm not sure what you mean, Nightfall. But, for me, another D&D setting or variant rules system would not be the ideal way to run Age of Worms. If I don't do it with Omega World for the PCs (perhaps with non-spellcasters as above and possibly with [winged?] aasimar paladins [without technology?] as "angels"), I would be more inclined to use the generic classes from Unearthed Arcana for the PCs with rare magic items. It would be easy to do that UA option for the PCs and then just strip out some/most of the powers/magic of the bad guys to make it work. What I'm really after is trimming the game so that I can make the job of DMing less time & effort intensive. Oddly, I think using Omega World would do exactly that for me; although it does seem counterintuitive that a conversion is actually simpler. There's just got to be an easier way to run D&D without tracking the hit points, spells, magic items, etc. of every bad guy in the entire adventure. Bosses, yes. Mooks, no. And, I would like to try it with Age of Worms. My Shackled City experiment needs more refining, but it may just be easier to start over with Age of Worms.