Nat Handsome Games

The Systemic Architect

World simulation (simulationist) · The rulebook is physics, and the world is built.

Your world is detailed down to its trade routes, with the rulebook as its physical laws. Careful players realize everything was indeed there and follows the rules. Mastery is the ultimate satisfaction.

World simulation is a branch of simulationism, with GURPS as its textbook case. It wants its settings to behave like a realistic location: rules equal physics, and consistency is the reward.

What you do well

  • Players' plans rely on a world behaving consistently.
  • Players can rely on the rules too, so a well-reasoned plan works as expected.
  • Investigations do produce results, because whatever players discover was indeed there.

Where your style trips

Letter over spirit: adhering to the text when the table dislikes the result, or halting play to find a rule.

The fix: Limit rule searches to about 30 seconds, then make a call and keep going. Look it up properly after the session.

Things to practice

  • Hand rules research to a player so you can focus on the table.
  • Prepare what players need next session, and leave the map's far edges for later.
  • Run a lighter system. A second one shows which habits belong to the game and which are yours.

Who you'll click with

Players who lean Tactician, Specialist tend to love your table. Casual Gamer, Method Actor players may need some conversation first. Most players span several of Robin D. Laws's player types.

How to prep

Do the thinking early: factions with agendas plus a one-page campaign concept shrink weekly prep to about 20 minutes. Next session gets detail, the rest a sketch.

Pitch your table with these

On screen
The Name of the Rose, Game of Thrones, The Matrix
Actual play
Long-running campaigns with a heavily documented setting, rules-as-written play and a lore wiki players actually read.
Games
GURPS, Traveller, RuneQuest, HârnMaster

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".

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Credits and further reading

Based on John Bell's "Six Cultures of Play" (The Retired Adventurer), Robin D. Laws's player types, Christopher Chinn's Same Page Tool, Justin Alexander's The Alexandrian and Sandy Petersen's horror advice. For style and growth: Ginny Di, Matt Colville, Ben Milton (Questing Beast), Seth Skorkowsky, Ben Robbins and Mike Shea. Tools for safety: Ron Edwards (lines and veils), John Stavropoulos (X-Card), Beau Jágr Sheldon (Script Change) and Nordic larp.