GURPS-to-ACKS: Unit Building
ACKS, including ACKS II, focus on advancing the characters from adventurers to conquerors and then to kings. The system devotes a lot of attention to domain management and mass combat, because how else would you do the C and K parts of ACKS? Despite GURPS and ACKS being built on very different frameworks, the underlying simulationism paradigm makes them surprisingly compatible when it comes to non-combat stuff, such as domain management. (Of course, you can remove the simulationism from GURPS, but why would you?) ACKS domain management rules seem to be usable almost without any changes in GURPS, but I will explore that topic in more depth in the future. However, mass combat as it is described in Domains at War: Battles and Domains at War: Campaign does require some changes. There are two ways to go about it: to work out how to derive ACKS unit statistics from GURPS stats, or to rework D@W:B to use GURPS resolution mechanics. In my opinion, the first option is the way to go here, even though you technically have to learn two systems, which is something many will balk at. However, D@W:B is actually rather simple, but at the same time deep and robust - learning it doesn't require that much effort. So, let's outline the work we have to perform here: