Simulation
Longer, harder games where the world pushes back: trades, skills that grow, needs to meet.
How it plays
Simulation plays on a hundred-sided die. Your character’s trade sets where each skill starts, and the skills they practise go up at the end of each scenario.
Hunger, thirst and sleep count, what you carry and wear matters, and your character’s motivations push the story. Choose it when you want the world to feel real, and to resist.
Mechanics in this universe
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Every uncertain action is settled by a roll you see. The story never picks the outcome for you.
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The story keeps time. Hours pass, events happen on schedule, and arriving late can mean arriving too late.
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The world has real distances. Where you stand decides who you meet and what you can reach.
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Your character is better at some things than others, and it shows in every roll.
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What your character practises is what they get better at.
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What you carry is tracked, item by item. What you find, you keep.
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What you wear and wield changes what you can do, and how much you can carry.
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Your character wants something. Acting on it moves the story and is rewarded.
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Your character gets hungry, thirsty and tired. Ignore it for too long and it starts to cost.