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The Systemic Realist

World simulation (simulationist) · The world has physics. Your character has to survive them.

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You want the world to work like a real place, and you want the rules to tell you how. You track ammo and plan around a wound that won't heal by morning. Working the procedure is how you get inside the character. A reckless move should hurt, and you'd hate it if it didn't.

Your best-fit GMs: The Systemic Architect. Both want a world whose rules hold, so skill and preparation matter and consequences stick.

World simulation wants the setting to behave like a real place, with the rules as its physics. Good players plan from those rules and live with the consequences they hand back.

What you do well

  • You know the rules, so your plans hold up when the dice come out.
  • You track the wounds and travel days everyone else forgets.
  • You raise rules points as questions, then accept the GM's call.

Where your style trips

The stickler. You stop play over a rules difference that changes nothing, and the scene dies while everyone flips pages.

The fix: Before you correct anything, ask whether it changes the outcome. If it doesn't, note it and bring it up after the session.

Things to practice

  • Offer to be the table's rules reference, so the GM can run the scene.
  • Play a rules-light game for one night and see which instincts still work.
  • Give your character one goal beyond survival, and write it on the sheet.

Who you play like

You'll probably recognize yourself in Tactician, Specialist, from Robin D. Laws's player types. Most players span several.

GMs who'll love you at their table

Talk it through first
The Catalyst Co-Author. Decide which parts of the world are fixed facts and which the players invent at the table.

Send your GM the GM style quiz

How to prep

Notes by category, starting with an NPC page: name, where you met, what they wanted.

Pitch your table with these

On screen
Interstellar, Gravity, The Revenant, Master and Commander: The Far Side of the World, Chernobyl
Actual play
Long campaigns in a heavily documented setting, played rules as written, where players keep the lore wiki and the travel log.
Games
Traveller, GURPS, RuneQuest, Rolemaster, Twilight: 2000, HackMaster

A culture of play describes a table, so one 5e group could sit in two cultures on two Tuesdays. From John Bell's "Six Cultures of Play". World simulation isn't on his list, and sits beside it here.

The 6 player styles

Glossary

Creative agenda
What a group sits down to do, across a session or a whole campaign. Ron Edwards, 2001.
Fan mail
When you love another player's moment, you hand them a token. From Primetime Adventures (2004).
Knives
Hooks you hand the GM to use on your character: a Tie, a Fear, an Obligation and a Secret.
Lines and veils
Limits set before play. Lines keep content out; veils keep it off-screen. Ron Edwards, 2003.
Neo-Trad
Trad since about 2015, in two kinds: collaborative (a shared point pool) or tactical (packaged abilities, rules-fluent GM).
OSR
Old School Renaissance: classic dungeons, modern player-facing design. Player skill tackles the game, referees use common sense, failure buys information.
Player skill
Solving problems by observation and description, ahead of your sheet. "Player skill over character skill" is Matthew Finch's OSR slogan.
Plus-One rule
In someone else's moment, add one thing to it, then hand it back.
Script Change
Film controls like Pause and Fast Forward that turn a boundary into an edit. Beau Jágr Sheldon, 2013.
Session zero
A meeting before play to set expectations and limits, often building characters together.
Stars and Wishes
Closing ritual: everyone names one thing they loved (a star) and one thing they want more of (a wish).
Steering
An out-of-character choice, dressed afterward in an in-character reason. Montola, Stenros and Saitta, 2015.
Story games
A culture of player authority: players trigger flashbacks, successes can win narrative control, and GMs often don't roll.
Trad
A storyteller GM with a plot. Mechanics mostly serve combat; the story sits above them.
X-Card
Anyone can tap it to cut content, no questions asked. John Stavropoulos, 2012.

Credits and further reading

Built on John Bell's "Six Cultures of Play", Robin D. Laws's player types, Mary Kuhner and John H. Kim's threefold, Ron Edwards's creative agendas and lines and veils, Matthew Finch's Quick Primer for Old School Gaming, steering from Markus Montola, Jaakko Stenros and Eleanor Saitta, Ben Milton's player duties, John Stavropoulos's X-Card, Beau Jágr Sheldon's Script Change and Ginny Di on romance.