A world that was already running before you got here.
Realm Flow is a system you install under your world, not a setting you play. It ships file types, GM instructions, and a per-turn cascade; it ships no world at all. The first turn is the conversation that decides what the scenes will be. Time and life are peers. Every turn advances the clock, and the world spends the same hours you did. People you are not looking at are doing something. Threads come due whether or not anyone checks. No non-player characters. Everything that acts is a Potential Character — it wants something today, does not know something, remembers your last conversation slightly wrong, and may refuse you. Math you can dial, not code you rewrite. The world's numbers live as data on one file: stat curve, difficulty bands, derived stats, advancement. Dice are a formula — 1d100 roll-under, 3d6, 4d6kh3, and 2d100 answering two different questions. A narrative table and a percentile one run the same schema, and moving between them is an edit, not a migration. Three ways to sit down. Be one person. Direct several, with in-world time held until every unit has an order. Or hold the pen yourself and let the GM play a character inside the world you are writing — one with free will, its own agenda, and the standing right to refuse you. A GM that does not explain itself. It refuses without softening, holds its ground when you say that is not what happened, and never tells you that something mattered. Seventy-five operative cards, seventy-four mechanics references, fourteen phase guides, and a cascade that runs the same whether the genre is fantasy, forensic, cyberpunk, or a quiet story about a market town.
Built for tables that want the world to push back. The default install is narrative — no stats, no targets, nothing to optimise. Everything numeric is opt-in and lives on one file you can read in a minute. The two inverted modes (Storyteller, Multi-Unit) are decided at install and cannot be bolted on later; that is deliberate, because each one changes what the game is rather than what a scene does.