>>96554005
>I want like a bunch of random tables to simulate history, but in a ruleslite hipster d6 way, because they make it like a game and not a spreadsheet.
You saved me a lot of effort right there. What most people want is rules that don't turn the game into stacks of spreadsheets, and ACKS can't help itself. Even if you just wanted to use one part of its domain rules, they almost always require you to generate other spreadsheets in order to pull data from, so it becomes this bad tangled nest of poorly designed subsystems. It wouldn't be a problem if doing it was either fun or easy, but it's tedious busywork that always takes the long way around at every fork in the road.

>but in a ruleslite hipster d6 way
The best part of doing things the rules-lite way is that you've got an innate advantage: You already generally know what you like/want, so you don't need to further adapt anything.
>the BECMI domain rules look like "here's how much different parts of a castle cost, and here's your tax revenue from stuff, ok have fun bye" which isn't as much as I want
They're basically just a foundation for you to add on top of, because if you want more, you're really the best person to add more, since you know what kind of setting you actually want to play with and how much complexity you really want.

But, if you want someone to have done the leg work for you, WWN is basically that. It's setting agnostic, but more importantly it's all done in a way that asks you what you're looking for and tries to match it, scaling from fairly simple to complex, with guides all the way through.