Honestly I started doing the same thing, as I also love and appreciate ICRPG, but Dungeon World and Powered by the Apocalypse system is just an easier system. I find even when running other games systems like Stars Without Number that I’m basically running it as a fiction first, fail forward game.
I pondered what made DW awesome and what made ICRPG awesome. I found ICRPG’s flexibility, formlessness, and “do it yourself” mold was what made it fun and for Dungeon World it was the 2d6 concept of you succeed but with a price and the GM moves based solely on the characters dice rolls, I do enjoy the moves and tags because they are clever.
The 2d6 on a 10 wins, 7-9 “wins with a but” is too elegant and simple to change out for the swingy D20. I found that when I did change it out for the D20 that I was pretty much just playing Traci Hickman’s XDM game. However Dungeon World using moves as character progression is nice and easily transferable to milestone loot for ICRPG.
Your solution looks good, mine was just to allow more DIY classes, races, moves, maybe some loot for moves here and there in the DW games.
They are hard to mush together! ICRPG depends on turns and rounds for the core mechanics of threats, treats, and timers to work right. Hard to do if distance and time is abstracted. ICRPG likes the Death in 1d6 or 1d4 (depending on what version you like) rounds, DW has the Last Breath - which is fantastic and much more narratively bad-ass.
This is a cool effort though Nim, let me know if you want to run a game using this set, I’ll jump in with you.
Sincerely,
Deathbare