I thought about converting the system to something space-based.
i have seen a couple of these games run in the past, but this is the first I've ever joined. However, being experienced with other d20 games (assuming this is one to begin with) and knowing that the GM uses rolls to determine the success of our orders, it's logical that the success of our rolls is determined by some combination of the roll plus stats. From there, I imagine it's up to the GM to determine what actually happens. A 20 would be a critical, a 1 would be a critical failure, and probably anything less than 10 would fail, anything at 10 would result in nothing, and anything about would result in some kind of success. I can't even speculate how battles work.
It should be noted that for those of you who haven't seen World in Revolution before, each game is somewhat different, usually depending on the era its set. 1789 is a lot different from 1861 which is also different from 1900 and 1920. I imagine a chunk of this system is house rules on top of the core system. If there was a "manual" that explained the core system (perhaps asking Frymonmon on Paradox Plaza...?), we could find out how the core system works.
Personally, I wouldn't take on GMing one of these without at least one co-GM though.